Disclaimer - this is kind of convoluted and contains some math. If you aren't interested in this sort of thing, stop reading before it is too late :p

First of all, the quality of a weapon drop is not dependant on your level.

How drop quality is calculated:

The notation [0..3] means a random number in the range 0-3 (it could be 0,1,2, or 3).

skew(50) works as follows:

Start with a value of 0. Select a random number between 0 and 99. If it is less than 50, then add 1 to the value and try again by selecting another random number. If it is equal to or greater than 50, quit. Notice that this is an unbounded value. There is no upper limit on weapon power, just a statistical probability that it won't get too high. For instance, the probability of getting a skew value of 8 or greater is 1/256.

A number is calculated as follows:

7 + [0..3] + [0..3] + skew(50)

This number is applied to each of the items base stats as follows (base stats are listed at the end of this post):

If the stat is >= 0: stat = (stat * number) / 10

If the stat is < 0: stat = (stat *10) / number

Notice that the lowest an item can be is 70% of its base stats. As I indicated above there is no upper limit on an item because of the skew function.

For example, if you find a +115a+46s gladius, then the number calculated was 23.

Adding special abilities to an item:

The following special abilities can be added to an item:

"Curse", "Glows", "Flames", "Bless", "Lucky", "Disease", "Blind", "Panic", "Blast", "Enchant"

This is calculated as follows:

Get the weapon power: 3 * base attack + 2 * base defense + base skill. Assign this to a temporary power value.

Roll a random number in the range 0 - 2047. If it is less than the weapon power, randomly select one of the special abilites described above. If the special ability is already on the weapon, remove it (this is why you can find things like matchlocks with no blast), otherwise add it.

Subtract the random number rolled above from the current temporary power value. Go back to rolling a random number as described in the previous paragraph to see if an additional special ability will be added to the weapon. This continues until the random number rolled is higher than the current temporary power value.

Notice that the more powerful weapons are more likely to have special abilities on them.

Base item stats:

Every item in the game has a base starting level described in the following table (the columns are read as item | attack | defense | skill |where you use the item, two columns for right + left) | item default abilities):

(This is everything defined in the game - not all of these are available)

Knife|2|0|-1|right

Hatchet|4|0|-1|right

Short Sword|5|0|0|right

Long Sword|7|0|0|right

Spear|9|0|1|right

Broad Sword|11|0|1|right

Battle Axe|13|0|1|right|left

Pike|15|0|2|right|left

Silver Pike|30|0|2|right

Sling|4|0|4|right

Short Bow|8|0|6|right|left

Long Bow|12|0|8|right|left

Spike Helm|3|5|-2|head

Main Gauche|2|2|1|left

Clothes|0|2|0|body

Leather Jacket|0|4|0|body

Brigandine|0|6|-1|body

Chain Suit|0|8|-2|body

Scale Suit|0|10|-2|body

Buckler|0|2|-1|left

Targe|0|4|-1|left

Shield|0|6|-2|left

Spike Shield|3|5|-3|left

Sandals|0|0|3|feet

Shoes|0|2|5|feet

Boots|0|4|7|feet

Leather Cap|0|2|-1|head

Pot Helm|0|4|-2|head

Chain Coif|0|6|-3|head;

Steel Sword|15|0|-3|right

Bill Hook|17|0|5|right|left

Sword Breaker|6|6|3|left

Shakrum|13|0|7|right

Recurve Bow|16|0|9|right|left

Half Plate|0|12|-6|body

Full Plate|0|15|-9|body

Steel Buckler|0|5|-1|left

Roman Helm|0|7|-3|head

Doc Martins|4|6|5|feet

Mercury Sandals|0|0|20|feet

Rusty Dagger|3|0|-1|right|decay

Throwing Knife|5|0|5|right

Silver Throwing Knife|10|0|10|right|panic

Staff|5|0|3|right|left

War Tusk|7|6|-3|left

Elf Bow|21|0|10|right|left

Silver Elf Bow|42|0|10|right|left|blast

Mithril Mail|0|13|-2|body

Dwarf Axe|13|2|5|right|lucky

Unicorn Horn|17|0|8|right|bless

Cross Bow|20|0|20|right|left

Miners Cap|0|12|-5|head|glows

Goblin Pick|18|0|0|right

Weird Knife|12|8|12

Silver Weird Knife|25|8|12|left|disease

Goblin Shield|0|13|-5|left

War Boots|7|8|10|feet

Goblin Pike|22|0|5|right

Magic Staff|15|10|12|right|left|bless|lucky

Silver Staff|30|10|12|right|bless|lucky

Magic Robes|0|10|3|head|bless|lucky

Goblin Mithril|0|15|-5

Flaming Sword|15|0|5|right|flames

Goblin Plate|0|18|-5|bless

Terror Rod|17|0|8|right|glows|panic

Rams Horn|7|13|-8|left

Giant Maul|45|0|-20|right|left

Silver Giant Maul|90|0|-20|right

Rat Tail Whip|25|6|25|right|disease

Silver Tail Whip|50|12|50|right|disease

Dragon Shield|0|25|18|left

Great Pike|54|0|15|right|left

Mystic Staff|25|25|25|right|left|bless|lucky

Mystic Robes|0|25|12|body|bless|lucky

Great Bow|50|0|35|right|left

Serpent Scale|0|20|25|left

Sea Slippers|0|10|100|feet

Silver Sea Slippers|0|20|200|feet

Gladius|50|0|20|right

Silver Gladius|100|0|20|right|blind

Great Targe|0|35|10|left

Snake Scale Suit|0|50|-15|body

Matchlock Rifle|80|0|80|right|left|blast

Foul Axe|30|0|15|right|disease

Asaura|0|20|12|feet

Nunchaku|25|0|30|right

Shuriken|30|0|50|left

Spirit Katana|50|0|80|right|panic

Masamune|60|0|40|right

Silver Masamune|120|0|40|right|panic

Koutetsu|10|60|-20|body

============================================

Now that you know how weapon stats are calculated technically, let me break it down into plainer terms. Weapon stats are random BUT follows a positive skewed normal distribution. I made several Dragon Scale Jackets and wrote down every stat made, this was the distribution:

- Code: Select all
`Tier Stat Amount`

-----------------------

0.7 56 57

0.8 64 140

0.9 72 201

1.0 80 371

1.1 88 338

1.2 96 314

1.3 104 230

1.4 112 114

1.5 120 56

1.6 128 26

1.7 136 19

1.8 144 5

1.9 152 4

2.0 160 2

2.1 168 0

2.2 176 1

2.3 184 0

2.4 192 0

2.5 200 0

The "base" code of a DSJ in the code is 80, but the mean of the distribution was 90.026 which is closer to a 88d DSJ. The standard deviation (std) was 19.60317358. This means that ~68% of all Dragon Scale Jackets will fall in the range of +/- 1 std, ~95% will fall between +/-2 std and ~99% will fall between +/- 3 std.

If you need more concrete numbers:

- 68% of all DSJs will be between 72d and 112d
- 95% of all DSJs will be between 56d and 128d
- 99% of all DSJs will be between 56d and 144d

This means that a mere 1% of all DSJs will be greater than a 144d.

Why am I using DSJ or what is the importance of using DSJs? Because ALL weapons in DC have their stats calculated in the SAME exact way. Taking my experiment and putting it into universal numbers:

- 68.27% will be between 0.9 tier and 1.4 tier
- 95.45% will be between 0.7 tier and 1.6 tier
- 99.994% will be between 0.7 tier and 1.8 tier
- 0.006% will be higher than a 1.8 tier

So you have 3 in 500 chance of getting a 1.9 tier or higher (6/1000). Keep in mind that a 1.9 tier has higher chances than a 2.0 tier which has higher chances of a 2.1 tier, etc.

Good luck at finding that new high stat