Talk:Humanity (gameplay mechanic)/@comment-5440610-20140830205415/@comment-25173123-20140831041454

That helped in me locating it: https://docs.google.com/spreadsheets/d/1KukblWL61We64-gNIyaAShga9h8RTXYmyFs98eQhY4E/edit#gid=1621557847

I myself wouldn't label them as channels... not sure where that term is coming from?

But yes there are certain columns that reflect a single drop item versus others that allow multiple drops and/or chance of zero drops. Though I think your identification of percentages here might be grasping at something that is not really given in the data?

Some of the items have luck enablers that allow choice between like items meaning you will get only one of either of those items if the parameters allow it. I am seeing "1" being the designate for most of these? (just glancing through columns, not about to go into the thousands of lines.)

So far it appears the discovery is hidden behind code and nobody has been able to break the code on it and it's association with item %. Though the likely change would point to an overall NPC (chests etc. are counted in this) drop effect across the fields and not each individual drop item. The none drop percentage appears to be a simple calculating tool so as to protect the integrity of the calculations? (this is how I myself would use similar calculation... though it does not mean FROM is doing the same)

I see some issues where items are showing 0% drop while the none drop field shows 100%. My assumptions would be that the reason these items are coded in fields is that discovery will some how effect the field to allow the drop to be present? No other reason I can see why a 0% item would be coded into the field? (Such example would be Id 10008 Treasure Chest crunch test which shows Prism Stone as a 0%.)