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m (Update for v1.0.1) |
(Amend incorrect chance formula, and reword accordingly) |
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===Drop Chance Per Kill=== | ===Drop Chance Per Kill=== | ||
The chance for a | The chance for a {{PAGENAME}} to drop when a monster is killed is | ||
<math> \text{Drop Chance} = | <math> \text{Drop Chance} = \frac{\text{Monster Combat Level}}{500,000} </math> | ||
The ring half has a chance to drop on each kill regardless of whether the monster has also dropped any loot from their usual loot table or not. Monsters killed within a [[dungeon]] (other than the final monster within each dungeon) do not drop the ring half. | |||
Players seeking to optimize their drop chance should find a monster that | For example, the {{MonsterIcon|Fierce Devil}} has a Combat Level of 100 would give a <math>\frac{100}{500,000} = 0.02\%</math> chance per kill to drop the {{PAGENAME}}. | ||
Players seeking to optimize their drop chance should find a monster within a [[Combat Areas|combat]] or [[Slayer Areas|slayer area]] that is a good balance between high combat level and short kill time. | |||
===Drop Chance Per Hour=== | ===Drop Chance Per Hour=== | ||
If playing the web or Steam version of the game, the [[Combat Simulator]] extension can be used to quickly and easily determine the signet half drop rates for a wide range of monsters. | |||
Otherwise, an easy way to compare monsters is through killing several to establish an average number of kills per hour and then using the following formula: | |||
<math>\text{Chance Per Hour} = 1 - (1 - \text{Per Kill Drop Chance})^\text{Kills Per Hour}</math> | <math>\text{Chance Per Hour} = 1 - (1 - \text{Per Kill Drop Chance})^\text{Kills Per Hour}</math> |