Thanks for the information.chaosblade02 wrote: ↑Wed Sep 25, 2024 6:11 pmIn the original game, each bejeweled ring increased the drop rate by 1-3% (estimated), additive, not multiplicative. However, you could equip multiple rings on each character, in this game you only have a single accessory slot, so the bonus has likely been adjusted to account for only being able to equip a single accessory slot. I know that it's a considerable increase equipping the ring on 5 party members, so I suspect it's as high as 30-50% with 5 rings. In the original game, you could only acquire a single item drop from any given fight, and in this version you can clearly get multiple drops from multiple enemies, or if an enemy can drop 3 separate items, it's possible for them to drop all 3.Kemikemi0091 wrote: ↑Wed Sep 25, 2024 3:22 pm>>chaosblade02
Thank you very much!
I tried to find a hint in your post to see if I could identify the parameters of the item drop rate in battle by changing the number of Bejeweled Rings equipped, but it didn't work.
Practically speaking, I think your advice works fine. The only drawback is that accessories have an important role to play in providing immunities, etc., so they should not always be used to increase the item drop rate.
It is true that when we equip multiple items on top of each other, they drop a lot that way. During the time I was trying, I thankfully got a total of four Targets.
As you said, it is possible that it is a tremendous additive rate, or perhaps it is a formula that is not measurable to a layman like me. I'm not sure if it's just a simple assumption on my part, but it seems like when you have 4 equipped, they don't seem to drop much, but when you have 5 equipped, they drop a lot more.
However, the real problem is not that I don't know what the addition or multiplication rate per piece is, but rather that the address of the parameter that determines the drop rate seems to be shifting with each battle. Thus, if I change my equipment and try to change the values, I can't easily find the address of the changed values.
(For example, I was able to identify the address of the overdrive gauge because it was one that resets with each map move, not one that resets with each battle. The HP and BP of characters and enemies could be identified because there is a way to change them during the battle (without having to finish a single battle), although the address changes from battle to battle. Unfortunately, I have no idea how to change the drop rate attributed to equipment during a battle, partly because we have no idea how equipment is changed.)