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Silver Ore Deposit

Gathering node4 drops

Drops

Chances may not be exactEdit
How loot bias works

Your loot bias is the “+X% Rare Loot Chance” on the game's Stats screen. Each drop is picked from a weighted table, and your bias changes every weight in it by the game's own formula:

newWeight = weight + ((bias / 100) - 1) * minWeight * (1 - weight / maxWeight)

Here bias is 100 + X, minWeight is the table's rarest drop and maxWeight its most common. The rarest drop gains X% of itself, so 100 doubles it. The most common gains nothing, and the ones in between gain a little. At 100 on the Alpha Boar, Dice of Karma I goes from 1/861 to 1/434 and the Alpha Tusk Greatbow from 1/172 to 1/144.

A list that holds more than one table, like a crop field's crop and pet food, shows no chance of yours: we don't have data yet on where one table ends. Rifts show none either: we don't have data yet on how loot bias works there.

PictureDropChanceOn average
Raw SilverRaw SilverCommon · Raw Material66%~2 gathers
Stone PebbleStone PebbleCommon · Raw Material33% (1/3)~3 gathers
Rough SapphireRough SapphireRare · Raw Material0.99% (1/101)~101 gathers
Guild Delver GlovesGuild Delver GlovesEpic · Gloves0.0099% (1/10,100)~10,100 gathers

The rare ones: Rough Sapphire 0.99% (1/101), Guild Delver Gloves 0.0099% (1/10,100).

On average: the gathers one drop takes. Every gather is a fresh roll.

Modifiers

It can spawn better or worse
BetterWorseThe node…
RichPoordrops more or fewer main resources
DenseScarcespawns with more or fewer resources
WeakStrongtakes less or more time to gather
LuckyPlainspawns more or fewer QTEs (quick-time events)

How gathering works: efficiency, luck and chance

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