One compatible rarity-rolled part
GAME SYSTEMS // DROP MODEL
Drop Probabilities
Ordinary enemy loot and equipment rarity rolls, capsule selection weights, and DNA amount ranges.
ENEMY ROLLS
One capsule weighted by squad need
One eligible catalyst
A difficulty-scaled DNA pickup
Ordinary enemy rolls
Each roll is attempted separately after a valid enemy defeat. A successful equipment roll now continues through the server-owned rarity distribution below.
Equipment rarity
- Per enemy
- 2.925%
- Affixes
- 0
- Level shift
- -5
- Per enemy
- 1.215%
- Affixes
- 1
- Level shift
- 0
- Per enemy
- 0.315%
- Affixes
- 2
- Level shift
- +5
- Per enemy
- 0.045%
- Affixes
- 3
- Level shift
- +10
The per-enemy figure combines the 4.5% equipment roll with its conditional rarity chance. Basic drops are reduced by five levels with a floor of one; Rare and Epic drops gain five and ten levels respectively.
Capsule type selection
weight = 2 + 5 × (1 − resource fraction)Lower squad health increases the health-capsule weight; lower squad power increases the power-capsule weight.
100%100%
50.0 / 50.0
50%50%
50.0 / 50.0
25%100%
74.2 / 25.8
100%25%
25.8 / 74.2
0%100%
77.8 / 22.2
DNA amount by difficulty
3695111617355358116174106213320196392588Minimum and maximum use the endpoints of the server's amount draw. “Typical” uses its midpoint; the final amount is truncated to a whole number.