Board Thread:General Discussion/@comment-6003396-20130301144202/@comment-6003396-20130303123553

Further thoughts on Drop Rates:

Drop rate values seem to be a bit too convoluted and could be more intuitive.

Reducing the number of rate values would be both easier to conceptualize and easier for contributors to apply. An Example: "Very Common", "Common", "Uncommon", "Rare", "Very Rare" and "Guaranteed". (An odd number of rates (not counting "Guaranteed") seems to help)

Instead of having an overarching rate across every possible drop perhaps just having rates based upon the items dropped by individual enemies would suffice and reserving "Very Rare" for items that are truly hard to come by across the entire game - I don't think I explained this well. Hopefully an example might clear things up: the easiest found item for a particular enemy would be "Common" and the hardest "Rare". Items in-between would all be "Uncommon". Items like the Channeler's Trident and Titanite Slab would get the "Very Rare" title.