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Common rng pool include
1) Pesetas (Up to 1500)
2) Velvet Blue (Rare)
3) Spinel (Legendary rare)
4) Gunpowder (Usually only 1)
5) Resource S (removed from rng pool when you have even one.)
6) Resource L (removed from rng pool when you have even one.)
7) Green herb (removed from rng pool when you have at least three individual greens / mix include green in your inventory. G+G count as one, G+G+G count as one. The chance% of green reduce the more greens / mix you possess. The third green has low enough chance% comparable to the chance of velvet blue)
8) Red herb (can only appear if you possess none Red herb, and none mix including Red)
9) Ammo (depend on your inventory weapon type and ammo count in reserve, fully loaded weapon type has lower chance% of ammo drop. Example : Non full Striker at 40 shells loaded has much higher ammo drop chance% than full CQBR at 32 rifle.)
10) Hand grenade (does not affected by any mean, chance% is always fixed)
11) Heavy grenade (does not affected by any mean, chance% is always fixed. Does not appear in rng pool until certain point of game progress)
12) Disposable knife (removed from rng pool when you have at least two disposable knife in your inventory. Combat knife, etc don't count. Certain common rng pool do not contain disposable knife at all.)
As for cabinets and such, the normaly guaranteed drops seem to be able to be overwritten by a resource you're running low on. For instance, I once got an herb when low on health in a cabinet that normaly gives shotgun shells. Some drops stay guaranteed tough, like snakes as an example.
Ammo rng pool means it always spawn ammo, but each time it can be different. You can reload checkpoint / save if the ammo rng pool give you less desired ammo type. You can save schum at ammo rng pool to get higher tier ammo such as shotgun shells and rifle ammo. Its much easier to get desired result in ammo rng pool than other difficult rng pool.
They are affected by chapters, such as smg ammo being absent from the ammo rng pool until you reach chapter 3 (which is the exact point where first time TMP available in merchant shop). Same goes to rifle ammo, they are totally absent in chapter 1.
gonna be useful in my professional run
Dropps from enemies should be 100% random drop though.
im asking since on new game plus you start off with guns you dont normally have in the beginning
so would ammo for the broken butterfly spawn in early?
see what i mean
If you still getting G from crate after meeting the requirement to disable them from rng drop pool, then the crate is likely to be fixed drop.
I noticed about crate fixed drop when I'm save schum at chapter 4, where the first crate always spawn handgun ammo even when I don't have a pistol. Hence, not all crates are rng.
Multi drop crate, such as the one before chapter 12 Salazar fight, it contain one fixed drop, one ammo rng pool and four common rng drop. The fixed drop is always handgun ammo and the ammo rng pool can give any ammo depend on your inventory.
Also, pretty sure handgun ammo is still in the loot pool even if you don't have one on you. Can't avoid it. And sometime during the castle chapters (like chapter 12 is when I first noticed it), magnum can also show up as ammo in the random pool even if you don't own or have a magnum on you. At least, it can past a certain point in the game if you have 0 magnum ammo.
Edit: Also, pretty sure resource S and L both appear less frequently if you have any on you, same goes for grenades. The heavy grenade not spawning in the loot pool at all until some point around or past Verdugo.