One compatible common part
GAME SYSTEMS // DROP MODEL
Drop Probabilities
Ordinary enemy loot rolls, capsule selection weights, and DNA amount ranges.
4INDEPENDENT
ENEMY ROLLS
ENEMY ROLLS
One capsule weighted by squad need
One eligible catalyst
A difficulty-scaled DNA pickup
01
INDEPENDENT DECISIONSOrdinary enemy rolls
DROPCHANCERESULTRUNTIME CONDITION
Equipment4.5%One compatible common partOrdinary campaign enemies; disabled in the tutorial
Health / power capsule25.0%One capsule weighted by squad needOrdinary enemies; tutorial enemies only after capsule drops unlock
Catalyst4.0%One eligible catalystOnly after catalyst drops are unlocked
DNA25.0%A difficulty-scaled DNA pickupOrdinary campaign enemies; disabled in the tutorial
Each roll is attempted separately after a valid enemy defeat. The current equipment generator produces a compatible common part; it does not make a second, unverified rarity roll.
02
AFTER THE 25% ROLLCapsule type selection
weight = 2 + 5 × (1 − resource fraction)Lower squad health increases the health-capsule weight; lower squad power increases the power-capsule weight.
SQUAD STATEHPPOWERHEALTH / POWER
Full squad resources
100%100%
50.0 / 50.0
Balanced pressure
50%50%
50.0 / 50.0
Health pressure
25%100%
74.2 / 25.8
Power pressure
100%25%
25.8 / 74.2
Critical health
0%100%
77.8 / 22.2
03
25% DROP ROLLDNA amount by difficulty
DIFFICULTYMINTYPICALMAX
1
36910
5111625
17355350
5811617475
106213320100
196392588Minimum and maximum use the endpoints of the server's amount draw. “Typical” uses its midpoint; the final amount is truncated to a whole number.