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Sylvandyr Yeah, idk if they programmed it the way you would (I'm not sure if per-zone drop rates are a thing in addition to per-enemy ones), but I'm not really that worried about them doing something as weird as pack-dependent drop rates, since that would be a lot of extra work.
Okay, the simplest problem with this, as far as I can see, is that if both enemies or neither enemy drop currency, then you can always be sure of the drops, but if only one does, than you can sometimes be sure and sometimes not, depending on what other enemy-specific stuff you see. So, for example, say that the Neutral has a 20% drop chance and Water has 40%, and the chance of being sure when only one drops is 50%.
Then out of 1000 battles, you get:
- 80 cases where both drop
- 120 cases where only Neutral drops, out of which you can be sure of 60
- 320 cases where only Water drops, out of which you can be sure of 160
- 480 cases where neither drop.
So if you then only count the cases you're sure of, which there's 780 of, you get:
- 80+60 = 140 drops from Neutral, 140/780 = 18%
- 160+80 = 240 drops from Water, 240/780 = 31%
Both the drop rates look lower than they are, because some cases are easier to be certain of than others. (Or I'm failing at math. Let me know if I am. I'm feeling pretty brain-scrambled today.)
I suppose this could be fixed by only counting half the both-drop and neither-drop cases as well, but for that purpose you'd have to for each pack keep track of how often you can vs can't be sure of the drops, and it gets even more complicated with something like Water-Neutral-Water packs, which have more possible drop combination outcomes...
Basically, this kind of statistics gets screwy really easily if you start only including some part of the data based on the result, even if you're not -trying- to introduce bias.
(There may also be more complicated problems which I'm still having trouble thinking through.)