Spielerando

I set the rare drop to five percent but it seems to appear far more often

Numbers in a drop list are usually weights, not percentages, and the two only agree when the list adds up exactly right. This entry gives your AI a check that turns your list into real chances and shows every place where the promise and the result differ.

Why this works

A weight is a share of the total, so changing any single entry changes the chance of every other. Showing the real chance next to the promised one makes the hidden coupling visible and gives a fix that does not depend on trust.

When not to use it

If the game picks drops one entry at a time with its own roll, the numbers are real percentages and need no conversion. This is for the single-roll weighted pick only.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 27 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "I set the rare drop to five percent but it seems to appear far more often" (read_entry rpg-loot-table-real-percentages) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP