Farming advice: Difference between revisions

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[[File: Looting window.png|350px|thumb|Looting window with items.]]
[[File: Looting window.png|350px|thumb|Looting window with items.]]
{{page info|message=Loot tables across V3 mobs appear to follow a consistent pattern, while a lot of V1 mobs have a wider range. For consistency and ease of displaying information, V3 loot ranges are used on NPC and item pages across the wiki.}}<br>


== Loot table ==
== Loot table ==
{{page info|message=Loot tables across V3 mobs appear to follow a consistent pattern, while a lot of V1 mobs have a wider range. For consistency and ease of displaying information, V3 loot ranges are used on NPC and item pages across the wiki.}}
All enemies have a loot table of possible drops. Every monster in the game drops [[Coin]], but can also drop [[Crafting tool]]s and [[Enchanting sheet]]s. Additionally, some mobs may have a higher chance to drop certain items than other mobs of their level (like [[accessory|accessories]] or [[Crafting sheet#Item improvement sheets|upgrade sheets]]). If an enemy can drop multiple items, a category list will be used for each group of items.
All enemies have a loot table of possible drops. Every monster in the game drops [[Coin]], but can also drop [[Crafting tool]]s and [[Enchanting sheet]]s. Additionally, some mobs may have a higher chance to drop certain items than other mobs of their level (like [[accessory|accessories]] or [[Crafting sheet#Item improvement sheets|upgrade sheets]]). If an enemy can drop multiple items, a category list will be used for each group of items.


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When a mob is killed and looted, there is a random chance for each nested pool to be selected - then a random element from that list appears in the final loot pocket. For example, a level 5 mob might have the following loot pools: all level 5 weapons, all level 5 armor, enchanting sheets, tools, crafting material. Looting that level 5 mob could have a chance of yielding no items, 1 random item from each of those lists, or every mix-match combination in between.
When a mob is killed and looted, there is a random chance for each nested pool to be selected - then a random element from that list appears in the final loot pocket. For example, a level 5 mob might have the following loot pools: all level 5 weapons, all level 5 armor, enchanting sheets, tools, crafting material. Looting that level 5 mob could have a chance of yielding no items, 1 random item from each of those lists, or every mix-match combination in between.


==== Upgraded gear ====
=== [[Loot ratio]] ===
When a white (normal) piece of [[equipment]] is dropped, there is a small chance that item will be generated with {{rarity|magic}} or {{rarity|rare}} [[Item bonus|bonuses]]. Bonuses acquired this way have a chance of exceeding the normal limits found when crafting gear using red or blue [[crafting sheet]]s.
When a white (normal) piece of [[equipment]] is dropped, there is a small chance that item will be generated with {{rarity|magic}} or {{rarity|rare}} [[Item bonus|bonuses]]. Bonuses acquired this way have a chance of exceeding the normal limits found when crafting gear using red or blue [[crafting sheet]]s.


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If a corpse is not looted within 10<sup>?</sup> seconds of death, another character may claim the loot.
If a corpse is not looted within 10<sup>?</sup> seconds of death, another character may claim the loot.


=== Diminishing returns ===
=== [[Battle difficulty|Battle difficulty and diminishing returns]] ===
:''See also: [[Battle difficulty]]''
Loot chance drastically diminishes as characters exceed the target's level. This can result in no items or coin being dropped. Each monster has a maximum amount of coin they can drop, as the character's level increases, the amount of coin dropped decreases until 0 — this is an indicator of diminishing returns. If a character is no longer looting coin from a monster, they have a 0% chance of looting items.
Loot chance drastically diminishes as characters exceed the target's level. This can result in no items or coin being dropped. Each monster has a maximum amount of coin they can drop, as the character's level increases, the amount of coin dropped decreases until 0 — this is an indicator of diminishing returns. If a character is no longer looting coin from a monster, they have a 0% chance of looting items.




;Example : An item may have a 30% chance to drop from a monster at its highest possibility. A character of appropriate level has a 100% chance to hit that 30% drop rate. As the character raises their level, and rises above the monster's level, their chance of hitting that 30% drop chance decreases until they can no longer acquire loot from that monster. At 3 levels higher than the monster, loot chance starts decreasing; at 10 levels higher, loot and experience can no longer be gained from the monster.
;Example : An item may have a 30% chance to drop from a monster at its highest possibility. A character of appropriate level has a 100% chance to hit that 30% drop rate. As the character raises their level, and rises above the monster's level, their chance of hitting that 30% drop chance decreases until they can no longer acquire loot from that monster. At 3 levels higher than the monster, loot chance starts decreasing; at 10 levels higher, loot and experience can no longer be gained from the monster.
=== [[Battle difficulty]] ===
=== [[Loot ratio]] ===
<br>




== References ==
== References ==
* [https://discord.com/channels/450862112298762240/783788075519705118/939159585061748746 Lucas discussing loot chance in Discord]
* [https://discord.com/channels/450862112298762240/783788075519705118/939159585061748746 Lucas discussing loot chance in Discord]

Latest revision as of 18:22, 2 February 2026

Looting window with items.
Info:
Loot tables across V3 mobs appear to follow a consistent pattern, while a lot of V1 mobs have a wider range. For consistency and ease of displaying information, V3 loot ranges are used on NPC and item pages across the wiki.


Loot table

All enemies have a loot table of possible drops. Every monster in the game drops Coin, but can also drop Crafting tools and Enchanting sheets. Additionally, some mobs may have a higher chance to drop certain items than other mobs of their level (like accessories or upgrade sheets). If an enemy can drop multiple items, a category list will be used for each group of items.

Most items in the game are obtained from looting, including but not limited to:

Cover the basics

Hovering the cursor over a corpse will change the icon to the loot cursor. Getting close to the corpse and clicking on it will cause a window to open showing the available loot, which can then be transferred to the inventory, and automatically transferring any coin.

Drop chance

Each mob has a loot pool that is pulled from when looted. That pool can consist of nested pools - lists of items it has a chance of dropping. Some mobs may only have one item type they can drop - crafting sheets, for example - or there might be multiple lists they can pull from - sheets, weapons, armor, materials, etc.

When a mob is killed and looted, there is a random chance for each nested pool to be selected - then a random element from that list appears in the final loot pocket. For example, a level 5 mob might have the following loot pools: all level 5 weapons, all level 5 armor, enchanting sheets, tools, crafting material. Looting that level 5 mob could have a chance of yielding no items, 1 random item from each of those lists, or every mix-match combination in between.

Loot ratio

When a white (normal) piece of equipment is dropped, there is a small chance that item will be generated with magic or rare bonuses. Bonuses acquired this way have a chance of exceeding the normal limits found when crafting gear using red or blue crafting sheets.

Quest items

Primary article: Quest items

Quest items are automatically stored in the quest item bag when a monsters is looted, if that monster dropped any amount of the needed item(s).

Participation

Characters in the same party must deal more than 50% of the damage to a target to claim the kill and rights to loot. If another source of damage, like a guard or other players, deals more than 50% damage then they claim the right to loot.

If a corpse is not looted within 10? seconds of death, another character may claim the loot.

Battle difficulty and diminishing returns

Loot chance drastically diminishes as characters exceed the target's level. This can result in no items or coin being dropped. Each monster has a maximum amount of coin they can drop, as the character's level increases, the amount of coin dropped decreases until 0 — this is an indicator of diminishing returns. If a character is no longer looting coin from a monster, they have a 0% chance of looting items.


Example
An item may have a 30% chance to drop from a monster at its highest possibility. A character of appropriate level has a 100% chance to hit that 30% drop rate. As the character raises their level, and rises above the monster's level, their chance of hitting that 30% drop chance decreases until they can no longer acquire loot from that monster. At 3 levels higher than the monster, loot chance starts decreasing; at 10 levels higher, loot and experience can no longer be gained from the monster.


References