Seems a bit too common l, maybe 1/4 or 1/5 would be better
Bro hell na too easy
really depends on how tedious the boss is.
id hate to have a gpo situation where you grind hours on a boss that has like 35x the health of a normal player with a 5 percent drop chance for a item.
what about enchants?
kk. there are about 21 different enchants dough.
whats magnetic do?
10 for armor, 3 for weapons, 3 for fishing rods, 2 for shields, and 3 for bows
sunken trident is real!(no cap)
yea. armor is losing strong but gaining intensity.
that means armor has 9 enchant types.
hey do you (or anybody) have that list of lost spell types/moves? i plan to make a upcoming topic about it.
also its archived. meaning everything is probably changed by vetex.
yeah. But secrets.
Its easy to find archived things on trello actually
I mean maybe because the casual player won’t think/want to grind a boss for a specific item (so having it a 1/3 chance is good since they actually have a decent chance at getting a drop the first time they fight the boss, as they probably won’t fight the boss again unless they want to see how weak the boss is compared to them when they’re 100 levels higher), and you also gotta realize that there will higher level drops from different bosses as you progress in the story, and regular non-boss items will be better than boss drops (depending on their level) Like, Iris’ vermillion bracelet should be fairly easy to get since she’s literally the first boss. 100 levels later that bracelet is going to start quickly losing it’s value
yeah. its like grinding 270 levels before fighting the next boss and the drop is useless.
Who said the next boss would be in 270 levels
no. you just choose to not fight the next boss until you’ve grinded 270 levels.
I’m dumb
I can’t tell if you’re agreeing with me or disagreeing