Long. Two different conclusions reached as writing progressed. Leaving all writing in for basis in reasoning.
Expanded detailing of the Loot plugin for KParser to help sort this out. Will release 1.1.5 shortly so others doing testing can make use of it.
Thf/Dnc, TH2, W.Sarutabaruta [S]
Code:
Savanna Dhalmel (Killed 200 times)
7 dhalmel hide [Drop Rate (#): 3.50 %] [Drop Rate (any): 2.50 %] [Max #: 2]
13 giant femur [Drop Rate (#): 6.50 %] [Drop Rate (any): 6.50 %] [Max #: 1]
96 slice of dhalmel meat [Drop Rate (#): 48.00 %] [Drop Rate (any): 37.50 %] [Max #: 2]
1 sprig of papaka grass [Drop Rate (#): 0.50 %] [Drop Rate (any): 0.50 %] [Max #: 1]
38 tuft of dhalmel hair [Drop Rate (#): 19.00 %] [Drop Rate (any): 19.00 %] [Max #: 1]
Dropped 0 items 97 times ( 48.50 %)
Dropped 1 items 66 times ( 33.00 %)
Dropped 2 items 26 times ( 13.00 %)
Dropped 3 items 7 times ( 3.50 %)
Dropped 4 items 4 times ( 2.00 %)
Combined with Kwontess's:
hair: 30 + 38 = 68/400 = 17%
femur: 12 + 13 = 25/400 = 6.25%
grass: 1 + 1 = 2/400 = 0.5%
hide can drop 2
hide (# ratio): 6 + 7 = 13/400 = 3.25%
hide (drop rate): 6 + 5 = 11/400 = 2.75%
meat can drop 2
meat (# ratio): 97 + 96 = 193/400 = 48.25%
meat (drop rate): 71 + 75 = 146/400 = 36.5%
Nothing: 107 + 97 = 204/400 = 51%
If we take drop rates as:
hair: 17%
femur: 6.25%
grass: 0.5%
hide: 3%
meat: 36%
Chance of 0 drops is: 48%
Total drops of 1 meat: 45 + 54 = 99 / 146 = 68% of all drops with meat
Total drops of 2 meat: 26 + 21 = 47 / 146 = 32% of all drops with meat
Drop rate of 1 meat: 99 / 400 = 24.75%
Drop rate of 2 meat: 47 / 400 = 11.75%
Using Kwontess's approximation of the individual drop rates of meat if they are two independant items, my parse shows 24%, almost exactly the same as Kwontess's 24.25%. If they are independant and equal, then the odds of getting 2 meats to drop is 5.76%, significantly below observed (11.75%), and outside the margin of error for the sample size. If they are independant with unequal drop rates than the chance of 2 drops is even lower.
The issue of hides shows a similar pattern. Given the overall low drop rate, the chances of two hides dropping at once is miniscule (should see about once every 3250 kills). Two instances out of 400 seems to imply that it is likewise a single slot with the possibility of multiple items being dropped.
Thus it seems likely that each indidivual item a mob can drop is given its drop percentage, and that once it drops a second check is made for the chance to drop multiples of that item (in the case of dhalmel meat, approximately 2/3 chance of 1, 1/3 chance of 2).
However, we then get to the drop groupings:
Code:
Drop set: Nothing
Count: 97 [ 48.50 %]
Drop set: slice of dhalmel meat
Count: 41 [ 20.50 %]
Drop set: tuft of dhalmel hair
Count: 21 [ 10.50 %]
Drop set: slice of dhalmel meat, slice of dhalmel meat
Count: 14 [ 7.00 %]
Drop set: slice of dhalmel meat, tuft of dhalmel hair
Count: 6 [ 3.00 %]
Drop set: giant femur, slice of dhalmel meat
Count: 4 [ 2.00 %]
Drop set: giant femur, slice of dhalmel meat, slice of dhalmel meat, tuft of dhalmel hair
Count: 4 [ 2.00 %]
Drop set: slice of dhalmel meat, slice of dhalmel meat, tuft of dhalmel hair
Count: 3 [ 1.50 %]
Drop set: giant femur, tuft of dhalmel hair
Count: 2 [ 1.00 %]
Drop set: dhalmel hide
Count: 2 [ 1.00 %]
Drop set: giant femur
Count: 2 [ 1.00 %]
Drop set: dhalmel hide, slice of dhalmel meat, tuft of dhalmel hair
Count: 1 [ 0.50 %]
Drop set: dhalmel hide, dhalmel hide, sprig of papaka grass
Count: 1 [ 0.50 %]
Drop set: giant femur, slice of dhalmel meat, tuft of dhalmel hair
Count: 1 [ 0.50 %]
Drop set: dhalmel hide, dhalmel hide, slice of dhalmel meat
Count: 1 [ 0.50 %]
Of interest, as it caught my attention a couple times, is the combination of femur, meat (1 or 2) and hair. There were 4 instances of that set with 2 meat, and 1 instance of that set with 1 meat. 5 instances out of 200 for that particular combination.
If the items have an independant drop rate as calculated above, the odds of that set occuring is approximately 0.4%, as opposed to the observed 2.5%. Basicly, the observed results seem abnormally high (though within the margin of error).
However, the above hypothesis regarding numbers of drops implies the possibility that it might be extended further. Namely, that there is first a check to see if -anything drops at all-, and then the calculations are done regarding individual drops.
If that's the case, the above numbers would be reworked to approximately:
50% chance of dropping something.
If dropping, then:
hair: 30 + 38 = 68/196 = 34.7%
femur: 12 + 13 = 25/196 = 12.8%
grass: 1 + 1 = 2/196 = 1.0%
hide: 6 + 5 = 11/196 = 5.6%
meat: 71 + 75 = 146/196 = 74.5%
Approximating out to:
hair: 35%
femur: 12.5%
grass: 1%
hide: 5%
meat: 75%
Odds of femur/meat/hair combo with those rates are 3% (and thus 1.5% overall). In other words, probable.
And guess what? Suddenly the multiple drop items don't need to be treated specially anymore. 75% chance of dropping meat (if something drops), with 193 drops out of 196 kills that have drops implies a base drop rate of 50%. A 50% drop rate for each of two independant items works out to 25% not dropping, 25% dropping 2, and 50% dropping 1; that gives the 1/3 and 2/3 split for dropping 2 meat vs dropping 1 that was seen earlier.
So I can see three things that TH could possibly affect:
Odds of a mob dropping anything at all. For example it could be that dhalmels normally have a 25% drop rate, 37.5% with TH1, and 50% with TH2. This needs to be tested on mobs that can drop multiple items (such as the dhalmels) to minimize the influence of no drops happening while inside the "something can drop" section. In the case of dhalmels (using the above new percentages), that's about 13% (which implies the actual overall drop rate, if such is the case, is possibly 30%/45%/60%).
Odds of each individual item dropping within the "chance to drop" section. It could very well be that this can't be influenced. Can validate by comparing TH0 vs TH2 on dhalmels to see if the ratio of items dropped remains constant even if the number of drops changes.
The number of slots that can be filled. Looking at things in different ways here has made me see how this could be applied (it didn't make sense as described before). In my and Kwontess's tests, neither of us ever received more than 4 items from a single kill. Thus it could be that once we're in the "chance to drop" section, the game only tests for items dropped until it fills the open slots, and any further checks that might have been made are discarded. One possible way this could be done is have a max of 2 slots with TH0, 3 slots with TH1, and 4 slots with TH2 (varies by mob, obviously). This should be fairly easy to test at different TH levels on the dhalmels.
Note that changing the max number of slots would have no effect on mobs like crawlers which can only ever drop 1 item anyway.
And of course do all those tests again with the TH+1 items.