History Main / RandomDrop

20th May '17 2:21:39 PM nombretomado
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* In addition to randomly dropped items, ''ValkyrieProfileSilmeria'' has randomly dropped party members; when you recruit an einherjar, unless it is plot-critical, the game will pick one at random from a list, usually 2-3 possible characters to a recruiting item. Highly annoying if you want to get specific spells.

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* In addition to randomly dropped items, ''ValkyrieProfileSilmeria'' ''VideoGame/ValkyrieProfile2Silmeria'' has randomly dropped party members; when you recruit an einherjar, unless it is plot-critical, the game will pick one at random from a list, usually 2-3 possible characters to a recruiting item. Highly annoying if you want to get specific spells.
30th Apr '17 11:19:16 AM OnGreenDolphinStreet
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* Sweepstakes where prizes are won by collecting a specific set of game pieces--for example, [=McDonald=]'s Monopoly or Subway's Scrabble games. One of the pieces in each set is rare: the amount of those pieces are equal to the amount of prizes available for that set. The other pieces are common, so you are enticed to keep playing the game to find the rare piece. The rules usually list the odds of winning the prize, which is also the odds of a given game piece being the rare piece for that set. In the Scrabble variation, it's easy figuring out which letter is the rare to win which prize: just look for a letter that occurs ONCE in a given prize's name and doesn't occur in any other prize names. If you live in French Canada where the contests runs in English AND French, then the SAME rare letter must fulfill both conditions in TWO languages. Fun time being the guy who has to figure how to prevent the game from being UnwinnableByMistake while simultaneously avoiding giving out half a million cars.

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* Sweepstakes where prizes are won by collecting a specific set of game pieces--for example, [=McDonald=]'s Monopoly or Subway's Scrabble games. One of the pieces in each set is rare: the amount of those pieces are equal to the amount of prizes available for that set. The other pieces are common, so you are enticed to keep playing the game to find the rare piece. The rules usually list the odds of winning the prize, which is also the odds of a given game piece being the rare piece for that set. In the Scrabble variation, it's easy figuring out which letter is the rare to win which prize: just look for a letter that occurs ONCE once in a given prize's name and doesn't occur in any other prize names. If you live in French Canada Canada, where the contests runs are run in English AND and French, then the SAME same rare letter must fulfill both conditions in TWO two languages. Fun time being the guy who has to figure how to prevent the game from being UnwinnableByMistake while simultaneously avoiding giving out half a million cars.
5th Apr '17 3:19:20 PM MyFinalEdits
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* ''VideoGame/FinalFantasyXI'' has a couple items that are stupidly rare. Not only is there The Ridill (average drop rate: about one every 20 kills of Fafnir at best), but it also has Defending Ring (about one every six months) and Hauteclaire (about one every three months). Dynamis often falls victim to this due to the fact that every monster in a Dynamis zone has an extremely low chance of dropping one of many different armor pieces (which is made up by the fact that these zones contain hundreds of monsters). Many linkshells end up with a particular set of pieces that are rare, while three jobs (usually Beastmaster, Dragoon, and one job that is actually desired at first) tend to drop at a fast rate. And this is just endgame. Listing all the things that eat a ton of time due to ridiculously low drop rates would take up too much space.
** Also worth noting are the respawn times on these monsters. Fafnir takes a whole day to respawn, the other two spawn every three days. And there are other groups competing with you. Even worse would be Voluptuous Vilma and Defoliate Leshy, which only spawn if other rare monsters are not killed for a long time. The existence of these monsters was unknown until a small group of players went onto the test server for a tournament and saw them.
** Rarely do drop rates in ''VideoGame/FinalFantasyXI'' drop below 7%... except in Salvage. The premise of Salvage is that collecting 3 like pieces of equipment (3 mage gloves, 3 warrior boots, etc) from the ancient ruins of the Alzadaal civilization could allow a player to restore a piece of Salvage equipment, which constituted [[InfinityPlusOneSword quite a bit of the game's Infinity Plus One gear]]. The first two pieces are generally easy enough to obtain, with the first piece (level15) being 100% and the second piece (level25) usually being around 25%. Then you have the third piece (level35)... If it happened to drop in the Silver Sea Remnants section of Alzadaal, chances are you're ''still'' looking for it. Or not, because they've almost all since been replaced with better and more immediately satisfying equipment.
* Played seriously straight in {{MMORPG}} ''VideoGame/MapleStory''. Monsters have a very good chance (roughly 50~75%) of dropping some money (Mesos) and an "ETC" drop unique to the monster (or monster type). They have about a 1-in-10 chance of dropping potions or material ores, a ''very'' rare chance of dropping equippable items, and an ''extremely rare'' chance of dropping scrolls (which are used to upgrade equipment) or throwing stars. A coupon in the game's cash shop doubles the drop rate of monsters killed by the user. It doesn't help that sometimes only one particular enemy drops a particular item. Or that there's no indication that a miscellaneous drop is needed for a quest you don't have. Or quests that ask you to get an item, but don't say what enemy drops it. Then there's the major bosses Zakum and Horntail, who are guaranteed to drop at least one Zakum Helmet or Horntail Pendant each time they're killed, it's ''how many'' that drop that's random. All of their other drops are subject to Random Drops.
** The Malaysia exclusive map (guess what it's called) has somewhat broken drop rates- i.e. something around twice or thrice that of the original maps. ''This stacks with the event bonuses''.

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* ''VideoGame/FinalFantasyXI'' ''VideoGame/FinalFantasyXI'':
** The game
has a couple items that are stupidly rare. Not only is there The Ridill (average drop rate: about one every 20 kills of Fafnir at best), but it also has Defending Ring (about one every six months) and Hauteclaire (about one every three months). Dynamis often falls victim to this due to the fact that every monster in a Dynamis zone has an extremely low chance of dropping one of many different armor pieces (which is made up by the fact that these zones contain hundreds of monsters). Many linkshells end up with a particular set of pieces that are rare, while three jobs (usually Beastmaster, Dragoon, and one job that is actually desired at first) tend to drop at a fast rate. And this is just endgame. Listing all the things that eat a ton of time due to ridiculously low drop rates would take up too much space.
**
space. Also worth noting are the respawn times on these monsters. Fafnir takes a whole day to respawn, the other two spawn every three days. And there are other groups competing with you. Even worse would be Voluptuous Vilma and Defoliate Leshy, which only spawn if other rare monsters are not killed for a long time. The existence of these monsters was unknown until a small group of players went onto the test server for a tournament and saw them.
** Rarely do drop rates in ''VideoGame/FinalFantasyXI'' drop below 7%... except in Salvage. The premise of Salvage is that collecting 3 like pieces of equipment (3 mage gloves, 3 warrior boots, etc) from the ancient ruins of the Alzadaal civilization could allow a player to restore a piece of Salvage equipment, which constituted [[InfinityPlusOneSword quite a bit of the game's Infinity Plus One gear]]. The first two pieces are generally easy enough to obtain, with the first piece (level15) being 100% and the second piece (level25) usually being around 25%. Then you have the third piece (level35)... If it happened to drop in the Silver Sea Remnants section of Alzadaal, chances are you're ''still'' looking for it. Or not, because they've almost all since been replaced with better and more immediately satisfying equipment.
* Played seriously straight in {{MMORPG}} ''VideoGame/MapleStory''. ''VideoGame/MapleStory'':
**
Monsters have a very good chance (roughly 50~75%) of dropping some money (Mesos) and an "ETC" drop unique to the monster (or monster type). They have about a 1-in-10 chance of dropping potions or material ores, a ''very'' rare chance of dropping equippable items, and an ''extremely rare'' chance of dropping scrolls (which are used to upgrade equipment) or throwing stars. A coupon in the game's cash shop doubles the drop rate of monsters killed by the user. It doesn't help that sometimes only one particular enemy drops a particular item. Or that there's no indication that a miscellaneous drop is needed for a quest you don't have. Or quests that ask you to get an item, but don't say what enemy drops it. Then there's the major bosses Zakum and Horntail, who are guaranteed to drop at least one Zakum Helmet or Horntail Pendant each time they're killed, it's ''how many'' that drop that's random. All of their other drops are subject to Random Drops.
** The Malaysia exclusive map (guess what it's called) has somewhat broken drop rates- i.e. something around twice or thrice that of the original maps. ''This stacks with the event bonuses''.



** It doesn't help that they randomize the drop rate at least once a week so you can't even figure out what the drop rates are.



* Several dungeons in ''VideoGame/WorldOfWarcraft'' include rare magic items with drop rates of under 0.01%. One instance, Shadowfang Keep, includes a set of items that possess a drop rate of roughly 1-in-''7000''. Previously Baron Riverdare's Deathcharger, an epic mount, was an example, but the drop rate for it was raised to 1% in the 3.0.2 update, also considering you can easily solo the Stratholme instance with a level 80 or even 70 character. Still, quite some work for some BraggingRightsReward--and Blizzard loves doing that, especially for mounts. Sabertooth mount anyone?
** Of course, there are also the "world drops"--rare items which have a very small chance of dropping from ANY monster of the given level range. Acquiring them comes down to pure luck. Or having a ton of money to spend on the AH.
** In Wrath of the Lich King, high level leatherworkers need Arctic Fur in quantity both for buying and for making high-end patterns. Arctic Fur is randomly skinnable from any skinnable Northrend mob, with a drop rate more normally associated with the above-mentioned "world drops." Many patterns require more than two.
*** Arctic Fur and it's Cataclysm equivalent Pristine Hide, can be traded for with leather, but that doesn't mean it's any ''easier''. Buying one Arctic Fur requires lots and lots of leather, so much leather that you'd probably get the Fur to drop while farming the leather needed to buy it.

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* ''VideoGame/WorldOfWarcraft'':
**
Several dungeons in ''VideoGame/WorldOfWarcraft'' include rare magic items with drop rates of under 0.01%. One instance, Shadowfang Keep, includes a set of items that possess a drop rate of roughly 1-in-''7000''. Previously Baron Riverdare's Deathcharger, an epic mount, was an example, but the drop rate for it was raised to 1% in the 3.0.2 update, also considering you can easily solo the Stratholme instance with a level 80 or even 70 character. Still, quite some work for some BraggingRightsReward--and Blizzard loves doing that, especially for mounts. Sabertooth mount anyone?
** Of course, there There are also the "world drops"--rare items which have a very small chance of dropping from ANY monster of the given level range. Acquiring them comes down to pure luck. Or having a ton of money to spend on the AH.
** In Wrath of the Lich King, high level leatherworkers need Arctic Fur in quantity both for buying and for making high-end patterns. Arctic Fur is randomly skinnable from any skinnable Northrend mob, with a drop rate more normally associated with the above-mentioned "world drops." Many patterns require more than two.
***
two. Arctic Fur and it's its Cataclysm equivalent Pristine Hide, can be traded for with leather, but that doesn't mean it's any ''easier''. Buying one Arctic Fur requires lots and lots of leather, so much leather that you'd probably get the Fur to drop while farming the leather needed to buy it.



** Another special case are drops from bosses that can only be encountered during an ingame holiday with a low drop rate. Not as bad as the above examples but the limit on the boss itself cranks it up considerably.
*** Two particularly aggravating examples are the Hallowed Helm hat and Sinister Squashling pet, two rare drops from the Hallow's End event. The items have three sources: the event's Headless Horseman boss with a 7% chance each, from a daily quest during the event with a 1.7% chance, and from an hourly repeatable interaction with any innkeeper for a 1.3% chance. Why is this example particularly bad? Because acquiring ''both'' items is requisite for the achievement "Sinister Calling," which is in turn requisite for the holiday's meta-achievement, which is in turn requisite for the meta-achievement "What a Long, Strange Trip It's Been" which requires a year, minimum, to complete anyway, turning an already arduous task into a LuckBasedMission.

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** Another special case are drops from bosses that can only be encountered during an ingame holiday with a low drop rate. Not as bad as the above examples but the limit on the boss itself cranks it up considerably.
***
considerably. Two particularly aggravating examples are the Hallowed Helm hat and Sinister Squashling pet, two rare drops from the Hallow's End event. The items have three sources: the event's Headless Horseman boss with a 7% chance each, from a daily quest during the event with a 1.7% chance, and from an hourly repeatable interaction with any innkeeper for a 1.3% chance. Why is this example particularly bad? Because acquiring ''both'' items is requisite for the achievement "Sinister Calling," which is in turn requisite for the holiday's meta-achievement, which is in turn requisite for the meta-achievement "What a Long, Strange Trip It's Been" which requires a year, minimum, to complete anyway, turning an already arduous task into a LuckBasedMission.



* ''VideoGame/PhantasyStarOnline'''s most powerful weapons often have drop rates ranging from 1-in-72 to 1-in-''22000''. Add that to the fact that the 1-in-22000 monsters usually only show up singly, and only in certain map variations...
** And only for certain characters, as a character gets 1 of 12 possible dropcharts permanently assigned to it upon creation based on the character's names, class, and even gender, with some items having a 1 in 299594 chance from only 1 chart, from 1 monster, that can only be found in 1 area, with the monster being the rare form of an already rare monster.

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* ''VideoGame/PhantasyStarOnline'''s most powerful weapons often have drop rates ranging from 1-in-72 to 1-in-''22000''. Add that to the fact that the 1-in-22000 monsters usually only show up singly, and only in certain map variations...
**
variations. And only for certain characters, as a character gets 1 of 12 possible dropcharts permanently assigned to it upon creation based on the character's names, class, and even gender, with some items having a 1 in 299594 chance from only 1 chart, from 1 monster, that can only be found in 1 area, with the monster being the rare form of an already rare monster.



* ''VideoGame/KingdomOfLoathing'' uses this extensively. Also, certain quests require you to get items from standard enemies, which will never drop those items until you get the quest. The dread of this class of random drop is mitigated by the ability to buy some of them. But by no means all. This has been justified by the creator as "you did not know it was important so you didn't pick it up" which, considering the item is a [[spoiler:twig]] is believable.
** And let's not forget the game's "ultra-rares"--the player base STILL isn't sure how it works. The game's fansite says your best bet for getting, say, a 17-ball (erases your ElementalRockPaperScissors worries) is to save your money.
** Then again, the game also lets you play with the drop percentages. It's not much, but the game's guides do show how to maximise item drops.

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* ''VideoGame/KingdomOfLoathing'' uses this extensively. Also, certain extensively.
** Certain
quests require you to get items from standard enemies, which will never drop those items until you get the quest. The dread of this class of random drop is mitigated by the ability to buy some of them. But by no means all. This has been justified by the creator as "you did not know it was important so you didn't pick it up" which, considering the item is a [[spoiler:twig]] is believable.
** And let's
believable. As a consolation, the game also lets you play with the drop percentages. It's not forget much, but the game's guides do show how to maximise item drops.
** The
"ultra-rares"--the player base STILL isn't sure how it works. The game's fansite says your best bet for getting, say, a 17-ball (erases your ElementalRockPaperScissors worries) is to save your money.
** Then again, the game also lets you play with the drop percentages. It's not much, but the game's guides do show how to maximise item drops.
money.



* A staple of ''VideoGame/RagnarokOnline''. Each enemy has a 1/10,000 chance of dropping a "card" (with rare exceptions like porings at 1/1000) which can be permanently placed into a "slotted" weapon or armor, which also have an extremely rare chance of dropping. The cards give bonuses to you when you wear armors with a card equipped. They range from completely useless in the case of most ordinary monster cards, to boss cards which have downright [[GameBreaker Game Breaking]] stats such as ''immunity to spells and abilities''. The catch is, since bosses only respawn once per hour in one location, if you were to kill a boss every hour on the hour for a ''year'' you would only have a 58% chance to get their card...
** Due to the way the RNG works in this game, it's actually 1 in 5000. (The RNG can actually hit 0, giving stuff a .01% higher chance to drop.) There's cash shop items to increase this further.

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* A staple of ''VideoGame/RagnarokOnline''. Each enemy has a 1/10,000 1/5000 chance of dropping a "card" (with rare exceptions like porings at 1/1000) which can be permanently placed into a "slotted" weapon or armor, which also have an extremely rare chance of dropping. The cards give bonuses to you when you wear armors with a card equipped. They range from completely useless in the case of most ordinary monster cards, to boss cards which have downright [[GameBreaker Game Breaking]] stats such as ''immunity to spells and abilities''. The catch is, since bosses only respawn once per hour in one location, if you were to kill a boss every hour on the hour for a ''year'' you would only have a 58% chance to get their card...
** Due to the way the RNG works in this game, it's actually 1 in 5000. (The RNG can actually hit 0, giving stuff a .01% higher chance to drop.) There's cash shop items to increase this further.
card...



* ''[[Website/GaiaOnline zOMG!]]'' loves random drops. Your basic things like gold, loot, Power Ups, and the occasional [[ItemCrafting recipe]] drop. However, there are several more unorthodox examples. Charge Orbs (the games version of experience points) are a random drop as well (though quests always drop them). Rings (which represent skills) are also random drops. Thus, your progress through the game is ''reliant'' on random drops. You can, in theory, buy high leveled rings from the marketplace to max your charge level. However your drop rate is affected by your charge level. The higher your charge level in relation to the monster your fighting (represented by a color system), the lower your drop rate. This is complicated by the fact that certain quests (most notably the Totem Collection quest at the Otami Ruins) ask you for specific loot items, which you ''have'' to get through a random drop. Buying and trading them doesn't work. Complicating things further, drops are automatically rewarded to players to prevent fighting. Thus, drops cannot be delegated based on who needs them for quests, making this pretty much a LuckBasedMission. (Luckily, [[LuckStat luck is a stat, albeit an invisible one]]). And finally, by crewing with someone radically more powerful you actually hurt your drop rate by a significant amount. Trust me, [[SurpriseDifficulty this game is harder than it looks.]]

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* ''[[Website/GaiaOnline zOMG!]]'' loves random drops. zOMG!]]'':
**
Your basic things like gold, loot, Power Ups, and the occasional [[ItemCrafting recipe]] drop. However, there are several more unorthodox examples. Charge Orbs (the games version of experience points) are a random drop as well (though quests always drop them). Rings (which represent skills) are also random drops. Thus, your progress through the game is ''reliant'' on random drops. You can, in theory, buy high leveled rings from the marketplace to max your charge level. However your drop rate is affected by your charge level. The higher your charge level in relation to the monster your fighting (represented by a color system), the lower your drop rate. This is complicated by the fact that certain quests (most notably the Totem Collection quest at the Otami Ruins) ask you for specific loot items, which you ''have'' to get through a random drop. Buying and trading them doesn't work. Complicating things further, drops are automatically rewarded to players to prevent fighting. Thus, drops cannot be delegated based on who needs them for quests, making this pretty much a LuckBasedMission. (Luckily, [[LuckStat luck is a stat, albeit an invisible one]]). And finally, by crewing with someone radically more powerful you actually hurt your drop rate by a significant amount. Trust me, [[SurpriseDifficulty this game is harder than it looks.]]



* ''VideoGame/AceOnline'' goes almost into orbit with this trope: In addition to a normal Item drop table, rarely-spawning gold-named mobs have a supplementary Gold Mob Drops table, and Boss Mobs have ''their own'' Boss Drops table. The latter two are '''not''' affected by the regular item drop bonus given by regular Happy Hours (but are affected by Nation's Growth and Mothership Victory happy hours).
** In addition, [[HolidayMode Event Mobs]] and the aforementioned Gold Mobs have a (slim) chance to spawn whenever you kill a normal monster. Happy hunting.
** It even ups the ante with itself with the much vaunted Boss Armors. Each Gear has special armors from a specific boss. Now let us list the prerequisites on how to obtain it:

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* ''VideoGame/AceOnline'' goes almost into orbit with this trope: ''VideoGame/AceOnline'':
**
In addition to a normal Item drop table, rarely-spawning gold-named mobs have a supplementary Gold Mob Drops table, and Boss Mobs have ''their own'' Boss Drops table. The latter two are '''not''' affected by the regular item drop bonus given by regular Happy Hours (but are affected by Nation's Growth and Mothership Victory happy hours).
**
hours). In addition, [[HolidayMode Event Mobs]] and the aforementioned Gold Mobs have a (slim) chance to spawn whenever you kill a normal monster. Happy hunting.
**
hunting. It even ups the ante with itself with the much vaunted Boss Armors. Each Gear has special armors from a specific boss. Now let us list the prerequisites on how to obtain it:



* In "DynastyWarriorsOnline", random drops are interesting. How it works is 3 LAYERS of random drops, but done fairly so you can actively seek out such drops without going "please, lord let this be it or kill me. but not both." The actual fighting aspect is done via arena setup. So you start a room, up to eight people (4 vs. 4) live players can join, but you can just go with a Dumb computer in it's place, and there can be as many as 7 comps in a game. In the field, there are named officers that appear to be mooks but have a slightly more unique look and are stronger than mooks. They will drop one of three things. Random layer one is what officer has one of the 2 items on that side, there are four total but unless you can kill friendly players then you can only get two. Layer 2, for each of those drops there is a random chance that you will get either an armor/clothing piece, or a weapon that you can pick up during the battle. Layer 3, after the battle, and if on a choice above newbie level pairings then losing means you also lose all found items, but the enemy doesn't gain them, then there is a random chance what the weapon/wearable will be, and of what quality.
** Depending on how many weapon updates there are, the chance that you get a certain weapon lowers but there are no "rare" weapons, all weapons have a chance to show up. Armor is slightly different in that you must fight a certain faction to have a, or possibly a greater, chance of getting certain armor.
** Items, actual items that get used up after the battle, do have a more % chance of finding then weapons. However, even the most rare can be found in game via simple habit of getting on every day, or via buying.

to:

* In "DynastyWarriorsOnline", random drops are interesting. How it works is 3 LAYERS of random drops, but done fairly so you can actively seek out such drops without going "please, lord let this be it or kill me. but not both." The actual fighting aspect is done via arena setup. So you start a room, up to eight people (4 vs. 4) live players can join, but you can just go with a Dumb computer in it's place, and there can be as many as 7 comps in a game. In the field, there are named officers that appear to be mooks but have a slightly more unique look and are stronger than mooks. They will drop one of three things. Random layer one is what officer has one of the 2 items on that side, there are four total but unless you can kill friendly players then you can only get two. Layer 2, for each of those drops there is a random chance that you will get either an armor/clothing piece, or a weapon that you can pick up during the battle. Layer 3, after the battle, and if on a choice above newbie level pairings then losing means you also lose all found items, but the enemy doesn't gain them, then there is a random chance what the weapon/wearable will be, and of what quality.
**
quality. Depending on how many weapon updates there are, the chance that you get a certain weapon lowers but there are no "rare" weapons, all weapons have a chance to show up. Armor is slightly different in that you must fight a certain faction to have a, or possibly a greater, chance of getting certain armor.
** Items, actual items that get used up after the battle, do have a more % chance of finding then weapons. However, even the most rare can be found in game via simple habit of getting on every day, or via buying.
armor.



** The boar skull is much easier to find than the scroll of danger needed for the same quest. Boar skulls about a third of the time from giant boars, so any character over level 15 can find them pretty easily. You can go through the entire game twice and never see a scroll of danger.



* ''VideoGame/FinalFantasyIV''. Pink Tails. They are held by one enemy, found in one room, with approximately a 1-in-64 chance of encountering it ''and'' a 1-in-64 chance of dropping the proper loot once defeated -- and that's the only way to get the best armor in the game. For those of you who didn't study math, that's a whopping 1-in-4096 chance per encounter. This is ameliorated somewhat if you've accumulated a stockpile of Alarm items, which trigger encounters; in the room in question, they trigger an encounter with these particular monsters. This is made worse in the DS remake since the newly added optional bosses are impossible/near impossible without said armor... on all party members. Also in the DS version are Rainbow Puddings. Some people have attempted three days with none of it dropping... and some people get tons of pudding without even trying.
** Additional...fun in relation to pink tails. The only way to find the monsters that drop it in the DS remake is to use an Alarm item. Otherwise the room is completely clear of random encounters. So, at least now you have a 100% chance of encountering the enemy, right? Well, you now have a 1/64 chance of the Princess Flan dropping any item AT ALL, and a 1/64 chance of it being a Pink Tail. So the odds are the same (1/4096). But you can only hold 99 Alarms at a time, and each time you need more you have to trek ALL THE WAY OUT of the dungeon (or teleport), use your airship to reach the one shop in the game that sells them, and then walk all the way back to that one room. Remember, every 100 encounters, you have to spend 10ish minutes walking, even with the teleport and no random encounters. And the chance is 1/4096. Have fun spending on average 6.5 ''HOURS'' walking back and forth per tail. If you don't teleport, or run into lots of encounters, expect 13 or more hours just walking. And that's not even taking the fight with the flans into account.

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* ''VideoGame/FinalFantasyIV''. ''VideoGame/FinalFantasyIV'':
**
Pink Tails. They are held by one enemy, found in one room, with approximately a 1-in-64 chance of encountering it ''and'' a 1-in-64 chance of dropping the proper loot once defeated -- and that's the only way to get the best armor in the game. For those of you who didn't study math, that's a whopping 1-in-4096 chance per encounter. This is ameliorated somewhat if you've accumulated a stockpile of Alarm items, which trigger encounters; in the room in question, they trigger an encounter with these particular monsters. This is made worse in the DS remake since the newly added optional bosses are impossible/near impossible without said armor... on all party members. Also in the DS version are Rainbow Puddings. Some people have attempted three days with none of it dropping... and some people get tons of pudding without even trying.
** Additional...fun in relation to pink tails. The only way to find the monsters that drop it the pink tail in the DS remake is to use an Alarm item. Otherwise the room is completely clear of random encounters. So, at least now you have a 100% chance of encountering the enemy, right? Well, you now have a 1/64 chance of the Princess Flan dropping any item AT ALL, and a 1/64 chance of it being a Pink Tail. So the odds are the same (1/4096). But you can only hold 99 Alarms at a time, and each time you need more you have to trek ALL THE WAY OUT of the dungeon (or teleport), use your airship to reach the one shop in the game that sells them, and then walk all the way back to that one room. Remember, every 100 encounters, you have to spend 10ish minutes walking, even with the teleport and no random encounters. And the chance is 1/4096. Have fun spending on average 6.5 ''HOURS'' walking back and forth per tail. If you don't teleport, or run into lots of encounters, expect 13 or more hours just walking. And that's not even taking the fight with the flans into account.



* Its sequel, ''VideoGame/FinalFantasyIVTheAfterYears'', seemed to be guilty of the above as well, but then it was discovered that thanks to its cellphone roots, its RNG is comparable in ''VideoGame/GoldenSun'' in its simplicity and people have already found methods to get pretty much any and all 1/256 items every time. There's also items that increase the droprate normally, and change that drop to the next item on the rarity list. Due to the way this works, you'll be seeing a lot of supposedly rare items and zero common ones just by playing the game normally with the best items of each category equipped.

to:

* Its sequel, ''VideoGame/FinalFantasyIVTheAfterYears'', seemed to be guilty of the above as well, but then it was discovered that thanks to its cellphone roots, its RNG is comparable in ''VideoGame/GoldenSun'' in its simplicity and people have already found methods to get pretty much any and all 1/256 items every time. There's also ''VideoGame/FinalFantasyIVTheAfterYears'':
** There are
items that increase the droprate normally, and change that drop to the next item on the rarity list. Due to the way this works, you'll be seeing a lot of supposedly rare items and zero common ones just by playing the game normally with the best items of each category equipped.



* ''VideoGame/FinalFantasyXII'' took things to somewhat ridiculous length: not only does every monster have common, uncommon, rare and ultra-rare random drops (and a fifth class of drop that requires you to purchase a 'monograph' describing that class of monster), but also (different!) lists of random [[VideoGameStealing steals]] and 'poaches'. Crafting Tournesol, the game's InfinityPlusOneSword, requires multiples of the rarest loots from the rarest monsters.
** The vast majority of ''treasure boxes'' in ''Final Fantasy XII'' were random drops; sometimes, the chest wouldn't be there, and most of the time, all the treasure you'd get from most boxes was a paltry sum of Gil. Worse, most of the chests that were fixed caused the Infinity Plus One Spear to become ONLY a random drop, with a chance of 1-in-1000.
*** The Chest that contains the aforementioned spear is in the Bonus Dungeon and has a 10% chance to be there. The Spear has a 1% chance of being in that chest. It can be obtained through this even if you've already got the one that's in the fixed chest in another BonusDungeon. If you're INSANELY lucky, you can get 6 or more Z. Spears allowing you to outfit every character in the game with the Best Weapon in the game.

to:

* ''VideoGame/FinalFantasyXII'' took things to somewhat ridiculous length: not length:
** Not
only does every monster have common, uncommon, rare and ultra-rare random drops (and a fifth class of drop that requires you to purchase a 'monograph' describing that class of monster), but also (different!) lists of random [[VideoGameStealing steals]] and 'poaches'. Crafting Tournesol, the game's InfinityPlusOneSword, requires multiples of the rarest loots from the rarest monsters.
** The vast majority of ''treasure boxes'' in ''Final Fantasy XII'' were are random drops; sometimes, the chest wouldn't won't be there, and most of the time, all the treasure you'd you get from most boxes was is a paltry sum of Gil. Worse, most of the chests that were fixed caused the Infinity Plus One Spear to become ONLY a random drop, with a chance of 1-in-1000.
***
1-in-1000. The Chest that contains the aforementioned spear is in the Bonus Dungeon and has a 10% chance to be there. The Spear has a 1% chance of being in that chest. It can be obtained through this even if you've already got the one that's in the fixed chest in another BonusDungeon. If you're INSANELY lucky, you can get 6 or more Z. Spears allowing you to outfit every character in the game with the Best Weapon in the game.



* ''VideoGame/Persona3'' has Elizabeth's requests, in which she usually asks you to kill a specific enemy and bring back a number of parts from it. The trick is that if you don't kill the enemies with the protagonist, the item drop rate is extremely low. And even if you ''do'' kill said enemies with the protagonist, there will be a few times where you'll kill five of the same enemy in one battle... and get nothing at all.
** ''[[UpdatedRerelease FES]]'' corrected this: if you kill at least one monster of the required type in a battle, you'll always get at least one item of the required type, guaranteed, though at the expense of other possible drops.

to:

* ''VideoGame/Persona3'' has Elizabeth's requests, in which she usually asks you to kill a specific enemy and bring back a number of parts from it. The trick is that if you don't kill the enemies with the protagonist, the item drop rate is extremely low. And even if you ''do'' kill said enemies with the protagonist, there will be a few times where you'll kill five of the same enemy in one battle... and get nothing at all.
**
all. ''[[UpdatedRerelease FES]]'' corrected this: if you kill at least one monster of the required type in a battle, you'll always get at least one item of the required type, guaranteed, though at the expense of other possible drops.



* ''VideoGame/{{EarthBound}}''. Its 1-in-128 items have become the focal point of several [[SelfImposedChallenge fan quests]], as numerous gamers try to get them all. In fact, one character's ''only weapon that doesn't lower his offense,'' the Sword of Kings, is a 1-in-128 chance item. and when you defeat the boss of the dungeon it's in, [[PermanentlyMissableContent the enemy carrying it never appears again]]. [[InfinityPlusOneSword The Gutsy Bat]] is found in the area right before the final boss, so it'll only be used against Giygas. The broken antenna/Gaia Beam is dropped by an enemy that [[ActionBomb explodes upon defeat]]. The Magic Fry Pan is the ''simplest'' to get; killing a dinosaur. At least after hunting Starman Super for the Sword of Kings, Poo can make use of it for a long time.

to:

* ''VideoGame/{{EarthBound}}''. ''VideoGame/{{MOTHER|1}}'' has a 1/16 chance of dropping any item from battles.
* ''VideoGame/{{EarthBound}}''.
**
Its 1-in-128 items have become the focal point of several [[SelfImposedChallenge fan quests]], as numerous gamers try to get them all. In fact, one character's ''only weapon that doesn't lower his offense,'' the Sword of Kings, is a 1-in-128 chance item. and when you defeat the boss of the dungeon it's in, [[PermanentlyMissableContent the enemy carrying it never appears again]]. [[InfinityPlusOneSword The Gutsy Bat]] is found in the area right before the final boss, so it'll only be used against Giygas. The broken antenna/Gaia Beam is dropped by an enemy that [[ActionBomb explodes upon defeat]]. The Magic Fry Pan is the ''simplest'' to get; killing a dinosaur. At least after hunting Starman Super for the Sword of Kings, Poo can make use of it for a long time.



** ''VideoGame/{{Mother 3}}'' is a bit nicer, with a 3% to 5% chance of getting good weapons from certain enemies.
** ''VideoGame/{{MOTHER|1}}'' has a 1/16 chance of dropping any item from battles.

to:

** * ''VideoGame/{{Mother 3}}'' is a bit nicer, with a 3% to 5% chance of getting good weapons from certain enemies.
** ''VideoGame/{{MOTHER|1}}'' has a 1/16 chance of dropping any item from battles.
enemies.



* ''{{Pokemon}}'' has the unique problem in that the frustration-causing random drop is more often than not the Pokémon themselves. Some appear very rarely in the wild, with 1-in-20 odds or worse. The frustration is compounded by the fact that you have to weaken these monsters without defeating them (and, sod's law, you'll kill the Pokemon you spent so long finding with a random CriticalHit), as well as hoping they've got the right gender, nature, ability, [=IV=]s...
** This is compounded in the case of the aptly-named Chansey. They're one of the most common features of the meta-game and tournaments due to their evolution's usefulness in battle. The teeth-grinding part is that they're notoriously hard to find in the wild. They're found in two areas in the most games, at a rate of five percent. This wouldn't be so mentionable (many of the {{mons}} have this annoying characteristic) if it weren't for the fact that one of the most useful items in the game, Lucky Egg, is ONLY found on wild Chansey, at a one-in-twenty rate. Crunching the numbers, that's a 1 in 400 chance of getting a Chansey with a Lucky Egg. You want that item, you're gonna be spending a whole lot of time working for it. Ironic, considering Lucky Egg multiplies experience gains by 1.5 on a single Pokémon, meaning the only reason to go after it is if you want to ''save time''. Luckily, later games have a variety of ways to make specific-drop hunting easier; if you're dedicated, a few minutes on Bulbapedia will tell you more than you ever wanted to know about it. In the [[VideoGame/PokemonBlackAndWhite Generation]] [[VideoGame/PokemonBlack2AndWhite2 V]] games the Lucky Egg is outright given to the player by Professor Juniper as the player proceeds through the story. Needless to say fans were overcome with joy.

to:

* ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'':
** The series
has the unique problem in that the frustration-causing random drop is more often than not the Pokémon themselves. Some appear very rarely in the wild, with 1-in-20 odds or worse. The frustration is compounded by the fact that you have to weaken these monsters without defeating them (and, sod's law, (and you'll kill the Pokemon you spent so long finding with a random CriticalHit), as well as hoping they've got the right gender, nature, ability, [=IV=]s...
**
[=IV=]s, and so on. This is compounded in the case of the aptly-named Chansey. They're one of the most common features of the meta-game and tournaments due to their evolution's usefulness in battle. The teeth-grinding part is that they're notoriously hard to find in the wild. They're found in two areas in the most games, at a rate of five percent. This wouldn't be so mentionable (many of the {{mons}} have this annoying characteristic) if it weren't for the fact that one of the most useful items in the game, Lucky Egg, is ONLY found on wild Chansey, at a one-in-twenty rate. Crunching the numbers, that's a 1 in 400 chance of getting a Chansey with a Lucky Egg. You want that item, you're gonna be spending a whole lot of time working for it. Ironic, considering Lucky Egg multiplies experience gains by 1.5 on a single Pokémon, meaning the only reason to go after it is if you want to ''save time''. Luckily, later games have a variety of ways to make specific-drop hunting easier; if you're dedicated, a few minutes on Bulbapedia will tell you more than you ever wanted to know about it. In the [[VideoGame/PokemonBlackAndWhite Generation]] [[VideoGame/PokemonBlack2AndWhite2 V]] games the Lucky Egg is outright given to the player by Professor Juniper as the player proceeds through the story. Needless to say fans were overcome with joy.



** There's also Munchlax. Originally the only way to obtain it (without trading a Snorlax from another game and breeding it) was through Honey Trees. There are 21 trees that you can spread honey on. Of these 21 trees, only 4 of them have even a chance of having a Munchlax. These are assigned randomly at the beginning of the game and you have no way of telling which ones are Munchlax trees until you actually catch one. Each tree also has 2 of 3 different possible drop charts that vary from tree to tree. The third set can only be used by Munchlax Trees and has a 93% chance of generating a Munchlax. Bad news? There's only a 1% chance of a Munchlax Tree using the Munchlax chart. Also it takes 6 hours after slathering honey for a Pokémon to appear, and messing with the DS clock doesn't work. And the Pokémon you find is set once you slather honey, so saving right before you check the tree and restarting won't change anything.
*** Given this horrendous process it's no wonder that virtually every player went the easy route and transferred a Snorlax from their Generation III cartridge into their Generation IV cartridge and just bred a Munchlax. One would be hard-pressed to find an actual person who caught a Munchlax through the honey-slathering method.
*** It's a complete wonder that the rival in [[VideoGame/PokemonDiamondAndPearl Generation IV]] even has a Snorlax (and a Heracross as well) considering that boy [[AttentionDeficitOohShiny can't even sit still]] [[HotBlooded for five seconds!]]

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** There's also Munchlax. Originally the only way to obtain it (without trading a Snorlax from another game and breeding it) was through Honey Trees. There are 21 trees that you can spread honey on. Of these 21 trees, only 4 of them have even a chance of having a Munchlax. These are assigned randomly at the beginning of the game and you have no way of telling which ones are Munchlax trees until you actually catch one. Each tree also has 2 of 3 different possible drop charts that vary from tree to tree. The third set can only be used by Munchlax Trees and has a 93% chance of generating a Munchlax. Bad news? There's only a 1% chance of a Munchlax Tree using the Munchlax chart. Also it takes 6 hours after slathering honey for a Pokémon to appear, and messing with the DS clock doesn't work. And the Pokémon you find is set once you slather honey, so saving right before you check the tree and restarting won't change anything.
***
anything. Given this horrendous process it's no wonder that virtually nearly every player went the easy route and transferred a Snorlax from their Generation III cartridge into their Generation IV cartridge and just bred a Munchlax. One would be hard-pressed to find an actual person who caught a Munchlax through the honey-slathering method.
*** It's a complete wonder that the rival in [[VideoGame/PokemonDiamondAndPearl Generation IV]] even has a Snorlax (and a Heracross as well) considering that boy [[AttentionDeficitOohShiny can't even sit still]] [[HotBlooded for five seconds!]]
method.



** Oh, but that's not all. This isn't technically a drop, but if you want a rare, ''Shiny'' version of a Pokémon, with a sparkling intro and an alternate color, you have a one in '''8192''' chance. By the way, Legendary Pokémon and starters can be Shiny as well, so start breaking in (or outright breaking) your soft reset fingers! Luckily, like the item example above, Generation IV introduced ways to boost this probability.
** Don't forget the Pokérus! It behaves like a virus (once your leading Pokémon has it, it can easily infest everyone else in your party, etc.) but its effects are very beneficial. Without getting into stupidly hardcore hidden values in the game's deep arcane math algorithms, suffice it to say that you want the Pokérus. Too bad that any random encounter you finish has a '''1 in 21,845''' chance of giving it to you (in Gold and Silver). Luckily you don't have to ''catch'' it for it to spread, just battle. More luckily, now that you can trade online, it's very easy to achieve as you only need one and you're set for life.

to:

** Oh, but that's not all. This isn't technically a drop, but if If you want a rare, ''Shiny'' version of a Pokémon, with a sparkling intro and an alternate color, you have a one in '''8192''' chance. By the way, Legendary Pokémon and starters can be Shiny as well, so start breaking in (or outright breaking) your soft reset fingers! Luckily, like the item example above, Generation IV introduced ways to boost this probability.
** Don't forget the Pokérus! The Pokérus. It behaves like a virus (once your leading Pokémon has it, it can easily infest everyone else in your party, etc.) but its effects are very beneficial. Without getting into stupidly hardcore hidden values in the game's deep arcane math algorithms, suffice it to say that you want the Pokérus. Too bad that any random encounter you finish has a '''1 in 21,845''' chance of giving it to you (in Gold and Silver). Luckily you don't have to ''catch'' it for it to spread, just battle. More luckily, now that you can trade online, it's very easy to achieve as you only need one and you're set for life.



* Both ''VideoGame/GoldenSun'' games have rare weapons and armor that drops from certain monsters across the world, and since store-bought equipment is horribly mundane in these games, acquiring this equipment could certainly be handy. The problem is that each item only has a ''0.4%'' chance of dropping, upped to 1.6% if you kill it with a djinni attack of the correct element. However, given the rather simplistic nature of the random number generator in both games, it's possible to fix encounters to up the drop rate to 100%. Guess which method most sensible people pick?
** Don't forget that some randomly dropped items can be forged into new, powerful equipment. A whole range of different equips per item, actually. How does the game decide which you get? Randomly, of course!

to:

* Both ''VideoGame/GoldenSun'' ''VideoGame/GoldenSun'':
** The first two
games have rare weapons and armor that drops from certain monsters across the world, and since store-bought equipment is horribly mundane in these games, acquiring this equipment could certainly be handy. The problem is that each item only has a ''0.4%'' chance of dropping, upped to 1.6% if you kill it with a djinni attack of the correct element. However, given the rather simplistic nature of the random number generator in both games, it's possible to fix encounters to up the drop rate to 100%. Guess which method most sensible people pick?
** Don't forget that some Some randomly dropped items can be forged into new, powerful equipment. A whole range of different equips per item, actually. How does the game decide which you get? Randomly, of course!



** Unfortunately, the RNG of ''VideoGame/GoldenSunDarkDawn'' is much harder to manipulate, which may have been deliberate on the part of the developers.

to:

** Unfortunately, the The RNG of ''VideoGame/GoldenSunDarkDawn'' is much harder to manipulate, which may have been deliberate on the part of the developers.



** ''VideoGame/LufiaAndTheFortressOfDoom'' has the Might Sword and the Might Armor, both pieces of ultimate equipment and both rare drops.
** ''VideoGame/LufiaTheLegendReturns'' has Zombies who drop the Alumina Sword, a 480-attack weapon. [[DiscOneNuke On the first continent.]]

to:

** * ''VideoGame/LufiaAndTheFortressOfDoom'' has the Might Sword and the Might Armor, both pieces of ultimate equipment and both rare drops.
** * ''VideoGame/LufiaTheLegendReturns'' has Zombies who drop the Alumina Sword, a 480-attack weapon. [[DiscOneNuke On the first continent.]]



* ''VideoGame/TheWorldEndsWithYou'' seems to be initially guilty of this, and the game blatantly taunts you with drop rates that ultimately go as low as 1/30th of a percent. However, this doesn't matter much as you can initially increase the drop rate by as many times as your current level in exchange for a lowered maximum HP (i.e. your current level is currently 30, you can drop it to 1 to multiply all drop rates by 30), then further increase it by chaining together battles and multiply it with the number of battles you chain in exchange for increasing enemy stats for each successive battle. As if that wasn't enough, there's also [[RareCandy expensive and relatively hard to get food items you can consume to permanently increase your base drop rate by 1 or 3]]. Thus, in the end it's not as much of a question of lucking out with ridiculously small odds as it is a question of being able to win a battle with odds heavily stacked against you, which is far more acceptable.
** Not ''that'' heavily stacked, though -- by the time the rarest drops become available, you're going to be at a high enough level that losing 20 or 30 levels doesn't hurt that much, even on Ultimate difficulty. At that point, chaining five or six battles (which doesn't increase enemy stats that much) will give you a good chance of obtaining even the rarest items.

to:

* ''VideoGame/TheWorldEndsWithYou'' ''VideoGame/TheWorldEndsWithYou'':
** The game
seems to be initially guilty of this, and the game blatantly taunts you with drop rates that ultimately go as low as 1/30th of a percent. However, this doesn't matter much as you can initially increase the drop rate by as many times as your current level in exchange for a lowered maximum HP (i.e. your current level is currently 30, you can drop it to 1 to multiply all drop rates by 30), then further increase it by chaining together battles and multiply it with the number of battles you chain in exchange for increasing enemy stats for each successive battle. As if that wasn't enough, there's also [[RareCandy expensive and relatively hard to get food items you can consume to permanently increase your base drop rate by 1 or 3]]. Thus, in the end it's not as much of a question of lucking out with ridiculously small odds as it is a question of being able to win a battle with odds heavily stacked against you, which is far more acceptable.
** Not ''that'' heavily stacked, though -- by the time the rarest drops become available, you're going to be at a high enough level that losing 20 or 30 levels doesn't hurt that much, even on Ultimate difficulty. At that point, chaining five or six battles (which doesn't increase enemy stats that much) will give you a good chance of obtaining even the rarest items.
acceptable.



* In ''VideoGame/MegaManBattleNetwork'', many of the games require you to have used each [[WaveMotionGun Program Advance]] at least once for HundredPercentCompletion. The problem? Doing so requires you to have exactly the right chips to form it in the exactly right code, which can usually only be obtained from random encounters, or if you're ''really'' a masochist, spending a couple hours at the chip traders. Even if you have the right chip and have [[GuideDangIt figured out the Advance]], the odds are pretty good that the chip you have is the wrong code, and many of the codes you need for them are the ones that are only dropped at a particular busting level by a particular enemy in a particular location, who generally appears together with other enemies that drop things you don't want.

to:

* In ''VideoGame/MegaManBattleNetwork'', many ''VideoGame/MegaManBattleNetwork'':
** Many
of the games require you to have used each [[WaveMotionGun Program Advance]] at least once for HundredPercentCompletion. The problem? Doing so requires you to have exactly the right chips to form it in the exactly right code, which can usually only be obtained from random encounters, or if you're ''really'' a masochist, spending a couple hours at the chip traders. Even if you have the right chip and have [[GuideDangIt figured out the Advance]], the odds are pretty good that the chip you have is the wrong code, and many of the codes you need for them are the ones that are only dropped at a particular busting level by a particular enemy in a particular location, who generally appears together with other enemies that drop things you don't want.



** And in ''[[VideoGame/MegaManStarForce Mega Man Star Force 3]]'', there's "Illegal Data Aquisition". Overkilling random enemies or attacking bosses with a specific subset of cards (Non-elemental, non-time-freezing) and then not shifting into your super form will allow you to receive a random drop after battle. And it really is random. You could get almost any standard card in the game, or a bug frag for trading; but most importantly you can get Illegal Cards that are unobtainable every other way in the game. And there's more illegal cards than there are normal battle cards! The ''smallest'' pool of random drops for any enemy in the game, however, goes to the already stupidly rare and powerful v5 [[BonusBoss Bonus Bosses]], and that's roughly 30 possible drops; most enemies in the game can drop upwards of 80 different battle cards via IDA, so getting what you want can be ''extremely'' frustrating, nevermind that most of the ones you do want, you'll want ''5'' of!

to:

** And in In ''[[VideoGame/MegaManStarForce Mega Man Star Force 3]]'', there's "Illegal Data Aquisition". Overkilling random enemies or attacking bosses with a specific subset of cards (Non-elemental, non-time-freezing) and then not shifting into your super form will allow you to receive a random drop after battle. And it really is random. You could get almost any standard card in the game, or a bug frag for trading; but most importantly you can get Illegal Cards that are unobtainable every other way in the game. And there's more illegal cards than there are normal battle cards! The ''smallest'' pool of random drops for any enemy in the game, however, goes to the already stupidly rare and powerful v5 [[BonusBoss Bonus Bosses]], and that's roughly 30 possible drops; most enemies in the game can drop upwards of 80 different battle cards via IDA, so getting what you want can be ''extremely'' frustrating, nevermind that most of the ones you do want, you'll want ''5'' of!



* ''VideoGame/MonsterHunter'': this is one of the main extra difficulties in the game, for almost ALL kind of loot and carves. Examples include:

to:

* ''VideoGame/MonsterHunter'': this ''VideoGame/MonsterHunter''. This is one of the main extra difficulties in the game, for almost ALL kind of loot and carves. Examples include:



** Then there are the Big Elder Dragon Jewels in Unite, which can be the hardest items to get in the game. They are dropped by G-Rank Elder Dragons with a 1% chance (or in Chameleos case, 2%). What makes these more frustrating than other extra-rare items, such as Heavenlies and Rubies, is that you must kill the dragon in case to even dream of obtaining it, and [[MarathonBoss every Elder Dragon takes 3 or 4 quests to be slain]]. And some of them, like Teostra, are not exactly easy.
** Regarding the ancient dragons, there's [[spoiler:Ceadeus and it's very difficult to get Deep Dragongem]], the same could be said of [[spoiler:Alatreon and its Azure Dragongem]].

to:

** Then there are the Big Elder Dragon Jewels in Unite, ''Unite'', which can be the hardest items to get in the game. They are dropped by G-Rank Elder Dragons with a 1% chance (or in Chameleos case, 2%). What makes these more frustrating than other extra-rare items, such as Heavenlies and Rubies, is that you must kill the dragon in case to even dream of obtaining it, and [[MarathonBoss every Elder Dragon takes 3 or 4 quests to be slain]]. And some of them, like Teostra, are not exactly easy.
** Regarding the third generation ancient dragons, there's [[spoiler:Ceadeus and it's very difficult to get its difficult-to-get Deep Dragongem]], the same could be said of plus [[spoiler:Alatreon and its Azure Dragongem]].



** The Deviljho has it's own Gemstone as well, happy hunting a T-Rex on Roids for a gemstone used in "Shady Rituals"

to:

** The Deviljho has it's its own Gemstone as well, happy hunting a T-Rex on Roids for a gemstone used in "Shady Rituals"Rituals".
5th Apr '17 2:01:26 PM Willbyr
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* Played seriously straight in {{MMORPG}} ''MapleStory''. Monsters have a very good chance (roughly 50~75%) of dropping some money (Mesos) and an "ETC" drop unique to the monster (or monster type). They have about a 1-in-10 chance of dropping potions or material ores, a ''very'' rare chance of dropping equippable items, and an ''extremely rare'' chance of dropping scrolls (which are used to upgrade equipment) or throwing stars. A coupon in the game's cash shop doubles the drop rate of monsters killed by the user. It doesn't help that sometimes only one particular enemy drops a particular item. Or that there's no indication that a miscellaneous drop is needed for a quest you don't have. Or quests that ask you to get an item, but don't say what enemy drops it. Then there's the major bosses Zakum and Horntail, who are guaranteed to drop at least one Zakum Helmet or Horntail Pendant each time they're killed, it's ''how many'' that drop that's random. All of their other drops are subject to Random Drops.

to:

* Played seriously straight in {{MMORPG}} ''MapleStory''.''VideoGame/MapleStory''. Monsters have a very good chance (roughly 50~75%) of dropping some money (Mesos) and an "ETC" drop unique to the monster (or monster type). They have about a 1-in-10 chance of dropping potions or material ores, a ''very'' rare chance of dropping equippable items, and an ''extremely rare'' chance of dropping scrolls (which are used to upgrade equipment) or throwing stars. A coupon in the game's cash shop doubles the drop rate of monsters killed by the user. It doesn't help that sometimes only one particular enemy drops a particular item. Or that there's no indication that a miscellaneous drop is needed for a quest you don't have. Or quests that ask you to get an item, but don't say what enemy drops it. Then there's the major bosses Zakum and Horntail, who are guaranteed to drop at least one Zakum Helmet or Horntail Pendant each time they're killed, it's ''how many'' that drop that's random. All of their other drops are subject to Random Drops.



* Several dungeons in ''WorldOfWarcraft'' include rare magic items with drop rates of under 0.01%. One instance, Shadowfang Keep, includes a set of items that possess a drop rate of roughly 1-in-''7000''. Previously Baron Riverdare's Deathcharger, an epic mount, was an example, but the drop rate for it was raised to 1% in the 3.0.2 update, also considering you can easily solo the Stratholme instance with a level 80 or even 70 character. Still, quite some work for some BraggingRightsReward--and Blizzard loves doing that, especially for mounts. Sabertooth mount anyone?

to:

* Several dungeons in ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' include rare magic items with drop rates of under 0.01%. One instance, Shadowfang Keep, includes a set of items that possess a drop rate of roughly 1-in-''7000''. Previously Baron Riverdare's Deathcharger, an epic mount, was an example, but the drop rate for it was raised to 1% in the 3.0.2 update, also considering you can easily solo the Stratholme instance with a level 80 or even 70 character. Still, quite some work for some BraggingRightsReward--and Blizzard loves doing that, especially for mounts. Sabertooth mount anyone?
2nd Apr '17 2:58:25 PM nombretomado
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* ''{{Persona 3}}'' has Elizabeth's requests, in which she usually asks you to kill a specific enemy and bring back a number of parts from it. The trick is that if you don't kill the enemies with the protagonist, the item drop rate is extremely low. And even if you ''do'' kill said enemies with the protagonist, there will be a few times where you'll kill five of the same enemy in one battle... and get nothing at all.

to:

* ''{{Persona 3}}'' ''VideoGame/Persona3'' has Elizabeth's requests, in which she usually asks you to kill a specific enemy and bring back a number of parts from it. The trick is that if you don't kill the enemies with the protagonist, the item drop rate is extremely low. And even if you ''do'' kill said enemies with the protagonist, there will be a few times where you'll kill five of the same enemy in one battle... and get nothing at all.
23rd Mar '17 4:51:03 AM Adept
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* ''LostOdyssey'' has [[ItemCrafting Ring Assembly]] components randomly drop, but thankfully nothing important. Then the ''Seeker of the Deep'' ExpansionPack had to go ruin that by including some ridiculously good, ridiculously hard to get randomly dropped accessories.
* ''SummonNight Swordcraft Story 2'' is notorious for random drops, especially after you finish the main game. You missed a rare item in the story? No worries, you can get it again from random monsters in certain areas! ...maybe! And since the monsters that drop the valuable materials you need are so rare already, it makes completing your Weapon List take forever to complete!

to:

* ''LostOdyssey'' ''VideoGame/LostOdyssey'' has [[ItemCrafting Ring Assembly]] components randomly drop, but thankfully nothing important. Then the ''Seeker of the Deep'' ExpansionPack had to go ruin that by including some ridiculously good, ridiculously hard to get randomly dropped accessories.
* ''SummonNight ''VideoGame/SummonNight Swordcraft Story 2'' is notorious for random drops, especially after you finish the main game. You missed a rare item in the story? No worries, you can get it again from random monsters in certain areas! ...maybe! And since the monsters that drop the valuable materials you need are so rare already, it makes completing your Weapon List take forever to complete!



* ''RaidouKuzunohaVsKingAbaddon'' features Ukemochi liver, a useless item that's necessary for exactly one sidequest, which in turn is necessary for OneHundredPercentCompletion. The only way you can get it is by donating money to a shrine, at 300 yen a pop, for a roughly 1/256 chance of getting it. Cue an hour and a half of standing there throwing money at the shrine hoping to get it.

to:

* ''RaidouKuzunohaVsKingAbaddon'' ''VideoGame/RaidouKuzunohaVsKingAbaddon'' features Ukemochi liver, a useless item that's necessary for exactly one sidequest, which in turn is necessary for OneHundredPercentCompletion. The only way you can get it is by donating money to a shrine, at 300 yen a pop, for a roughly 1/256 chance of getting it. Cue an hour and a half of standing there throwing money at the shrine hoping to get it.
18th Mar '17 6:15:26 PM nombretomado
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* ''{{Neopets}}'':

to:

* ''{{Neopets}}'':''{{Website/Neopets}}'':
11th Mar '17 10:01:03 PM ZootyCutie94
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* Various toy companies have taken a blind bag method of figurines, where the figures are hidden in both the box and an opaque bag, meaning there's a random draw on which figure is chosen, with some having bigger rarities than others, to the point that some companies, such as Moose Toys, have limited run figures that can range from only 10,000 to 100 of a figure released ''worldwide''. Naturally, these figures rack up a high price when sold online.
8th Mar '17 12:11:23 PM nombretomado
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** And in ''[[MegaManStarForce Mega Man Star Force 3]]'', there's "Illegal Data Aquisition". Overkilling random enemies or attacking bosses with a specific subset of cards (Non-elemental, non-time-freezing) and then not shifting into your super form will allow you to receive a random drop after battle. And it really is random. You could get almost any standard card in the game, or a bug frag for trading; but most importantly you can get Illegal Cards that are unobtainable every other way in the game. And there's more illegal cards than there are normal battle cards! The ''smallest'' pool of random drops for any enemy in the game, however, goes to the already stupidly rare and powerful v5 [[BonusBoss Bonus Bosses]], and that's roughly 30 possible drops; most enemies in the game can drop upwards of 80 different battle cards via IDA, so getting what you want can be ''extremely'' frustrating, nevermind that most of the ones you do want, you'll want ''5'' of!

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** And in ''[[MegaManStarForce ''[[VideoGame/MegaManStarForce Mega Man Star Force 3]]'', there's "Illegal Data Aquisition". Overkilling random enemies or attacking bosses with a specific subset of cards (Non-elemental, non-time-freezing) and then not shifting into your super form will allow you to receive a random drop after battle. And it really is random. You could get almost any standard card in the game, or a bug frag for trading; but most importantly you can get Illegal Cards that are unobtainable every other way in the game. And there's more illegal cards than there are normal battle cards! The ''smallest'' pool of random drops for any enemy in the game, however, goes to the already stupidly rare and powerful v5 [[BonusBoss Bonus Bosses]], and that's roughly 30 possible drops; most enemies in the game can drop upwards of 80 different battle cards via IDA, so getting what you want can be ''extremely'' frustrating, nevermind that most of the ones you do want, you'll want ''5'' of!
20th Feb '17 5:36:00 PM Gosicrystal
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### Combine the two items, ''which has a 50% chance of failing''. If you fail, both items are, yep, LostForever.

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### Combine the two items, ''which has a 50% chance of failing''. If you fail, both items are, yep, LostForever.[[PermanentlyMissableContent permanently lost]].



* ''VideoGame/{{EarthBound}}''. Its 1-in-128 items have become the focal point of several [[SelfImposedChallenge fan quests]], as numerous gamers try to get them all. In fact, one character's ''only weapon that doesn't lower his offense,'' the Sword of Kings, is a 1-in-128 chance item. and when you defeat the boss of the dungeon it's in, [[LostForever the enemy carrying it never appears again.]] [[InfinityPlusOneSword The Gutsy Bat]] is found in the area right before the final boss, so it'll only be used against Giygas. The broken antenna/Gaia Beam is dropped by an enemy that [[ActionBomb explodes upon defeat]]. The Magic Fry Pan is the ''simplest'' to get; killing a dinosaur. At least after hunting Starman Super for the Sword of Kings, Poo can make use of it for a long time.

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* ''VideoGame/{{EarthBound}}''. Its 1-in-128 items have become the focal point of several [[SelfImposedChallenge fan quests]], as numerous gamers try to get them all. In fact, one character's ''only weapon that doesn't lower his offense,'' the Sword of Kings, is a 1-in-128 chance item. and when you defeat the boss of the dungeon it's in, [[LostForever [[PermanentlyMissableContent the enemy carrying it never appears again.]] again]]. [[InfinityPlusOneSword The Gutsy Bat]] is found in the area right before the final boss, so it'll only be used against Giygas. The broken antenna/Gaia Beam is dropped by an enemy that [[ActionBomb explodes upon defeat]]. The Magic Fry Pan is the ''simplest'' to get; killing a dinosaur. At least after hunting Starman Super for the Sword of Kings, Poo can make use of it for a long time.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RandomDrop