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GAME SYSTEMS // DROP MODEL

Drop Probabilities

Ordinary enemy loot rolls, capsule selection weights, and DNA amount ranges.

4INDEPENDENT
ENEMY ROLLS
EQUIPMENT4.5%

One compatible common part

HEALTH / POWER CAPSULE25.0%

One capsule weighted by squad need

CATALYST4.0%

One eligible catalyst

DNA25.0%

A difficulty-scaled DNA pickup

01

Ordinary enemy rolls

INDEPENDENT DECISIONS
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

Capsule type selection

AFTER THE 25% ROLL
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 resources100%100% 50.0 / 50.0
Balanced pressure50%50% 50.0 / 50.0
Health pressure25%100% 74.2 / 25.8
Power pressure100%25% 25.8 / 74.2
Critical health0%100% 77.8 / 22.2
03

DNA amount by difficulty

25% DROP ROLL
DIFFICULTYMINTYPICALMAX
1369
1051116
25173553
5058116174
75106213320
100196392588

Minimum and maximum use the endpoints of the server's amount draw. “Typical” uses its midpoint; the final amount is truncated to a whole number.