Enter the Gungeon

Enter the Gungeon

View Stats:
Goblano May 19, 2016 @ 1:22pm
Is there a trick for more ammo drops?
This may account for -shot-ty luck, but 3 runs in a row where I am down to my starter pistol on floor 4 is kind of rediculous.
< >
Showing 1-13 of 13 comments
D2daICE May 19, 2016 @ 1:24pm 
Not that i'm aware of but since the ammo drop bug (with starter weapon) is fixed i have gotten way more ammo in the last runs.

Sure, RNG can screw you over with the drops but it should be better than with version 1.0.7 where you didn't get any ammo drops when using your starter a lot.
e.bkapalka May 19, 2016 @ 1:26pm 
I think the more rooms you clear without getting hit the more likely it is to drop
D2daICE May 19, 2016 @ 1:29pm 
Originally posted by e.bkapalka:
I think the more rooms you clear without getting hit the more likely it is to drop
If i'm not mistaken then clearing a room will always increase your coolness stat, either you get hit or not.
Oberic May 19, 2016 @ 1:53pm 
Originally posted by D2daICE:
Originally posted by e.bkapalka:
I think the more rooms you clear without getting hit the more likely it is to drop
If i'm not mistaken then clearing a room will always increase your coolness stat, either you get hit or not.
Coolness isn't increased by clearing rooms (otherwise your items would cool faster).
It works like, you have a base 1% chance of loot appearing after you clear a room (that loot is randomly selected from a pool, armor, key, health, chest, ammo, etc.), for every room you clear, that chance is increased by 1% until you get loot, then it resets to *base value* which is 1% by default.
Coolness increases the base value by 1% per point of coolness. So if you have 4 coolness, you will have a 5%, then 6%, 7%, 8% etc. chance to get loot per room clear.

Atleast if I'm understanding it correctly. May be wrong on the base chance, but pretty sure it's 1%, +1% per room.
Basically, clearing rooms = eventual random loot. Coolness = loot more often.
Last edited by Oberic; May 19, 2016 @ 1:54pm
D2daICE May 19, 2016 @ 2:35pm 
Also there is a second roll on room clear especially for ammo drops - which was "broken" before patch 1.0.8 when you used your starter pistol on the last enemy on the room.
JellyPuff May 19, 2016 @ 2:52pm 
Originally posted by D2daICE:
Also there is a second roll on room clear especially for ammo drops - which was "broken" before patch 1.0.8 when you used your starter pistol on the last enemy on the room.

This.
Plus ammo-drop chance rolls completely independent from other possible drops, meaning that the chances do not increase with each room cleared, that hasn't payed out with anything. It's not connected to coolness either afaik.

That also means, that ammo can drop on top of other things in the same room, like keys, blanks or hearts.

How ammo drop rates are being rolled/calculated seems to be still unknown.

I think their droprate is fine from my experience since patch 1.0.7. Instead of exclusively using my starter pistol all the way to the 3rd floor, + most of the 4th and some of the 5th, i can now go buckwild with guns early game, if RNG isn't a total sucker that run.

I still use my starter pistol for really weak things, tho, like your average Bullet-Kin.

Ammo often still becomes an issue for me on the very, very, VERY last chamber, cuz' Dragun's such a sponge. He really should have a chance to drop HP or ammo.

So yeah, use your starter pistol more often, if in a tight spot with ammo and learn which rooms are "safe".
Example: The Hallow has a room, that gets dark with zombie-bullets spawning. Those are the only enemies you will encounter in that particular room and they die within 2-3 hits of any starter pistol, so you can safely use that.
Last edited by JellyPuff; May 19, 2016 @ 3:11pm
TheBlueTaco Oct 17, 2017 @ 7:13pm 
Ok guys im late as hell but i just recently reached floor 4 and 5 and out of a sudden i started getting hella lot drops like, boom ammo and 2 rooms later i got a key and so on. is it because i'm playing good or what cause i feel like the farther i get the more chance?
Ghaleon Oct 17, 2017 @ 11:08pm 
Nope. But basically I use nothing but the starter pistol for the first 2 if not 3 chambers to prevent that from happening. You might think that to be overkill, but chamber 6 is REALLY long, so you need an obscene stockpile of ammo to g et thru it safe.

Of course I use ammo from other guns earlier if they are very trash killing efficient like heroine, megabuster, etc.

But basically when you get a weapon early on you want to catagorize it as a 'safe it for bosses cuz its dps is good' weapon or as a 'use this for trash cuz it's way better for them than the starting pistol even if its boss dps isn't amazing'.

dps isn't everything obviously like rocket launchers being decent against bosses for damage but great in general for their bullet-nomming properties too.
Last edited by Ghaleon; Oct 17, 2017 @ 11:09pm
DiceDsx Oct 18, 2017 @ 3:18am 
Having some points of curse increases the chance of getting ammo.
TheBlueTaco Oct 18, 2017 @ 2:36pm 
so, to make this clear using your starter pistol makes it so you dont get max ammos at the moment but later on in the game it spikes? and by the way i knew that curse increases chances but i had none.

Ill try to record some gameplay footage so you all can see this madness
Index Oct 19, 2017 @ 7:29am 
Originally posted by TheBlueTaco (trading):
so, to make this clear using your starter pistol makes it so you dont get max ammos at the moment but later on in the game it spikes?
No, that is not the case, you must have misunderstood something. The only thing we know of that affects ammo drops is curse.


Originally posted by Oberic:
Originally posted by D2daICE:
If i'm not mistaken then clearing a room will always increase your coolness stat, either you get hit or not.
Coolness isn't increased by clearing rooms (otherwise your items would cool faster).
It works like, you have a base 1% chance of loot appearing after you clear a room (that loot is randomly selected from a pool, armor, key, health, chest, ammo, etc.), for every room you clear, that chance is increased by 1% until you get loot, then it resets to *base value* which is 1% by default.
Coolness increases the base value by 1% per point of coolness. So if you have 4 coolness, you will have a 5%, then 6%, 7%, 8% etc. chance to get loot per room clear.

Atleast if I'm understanding it correctly. May be wrong on the base chance, but pretty sure it's 1%, +1% per room.
Basically, clearing rooms = eventual random loot. Coolness = loot more often.
The base chance is indeed 1%, extra coolness increases the base chance permanently while any points of curse decrease it.

Base chance = (1+Coolness-Curse)%

For every room cleared the chance increases by 9% with 80% being the max. Getting a room reward will reset it to the base value.

And as Jellypuff already pointed out, ammo drops are seperate from room rewards. The chance for them to drop is not affected by clearing rooms or having higher coolness.
Last edited by Index; Oct 19, 2017 @ 7:31am
TheBlueTaco Oct 19, 2017 @ 2:42pm 
Originally posted by Index154:
Originally posted by TheBlueTaco (trading):
so, to make this clear using your starter pistol makes it so you dont get max ammos at the moment but later on in the game it spikes?
No, that is not the case, you must have misunderstood something. The only thing we know of that affects ammo drops is curse.


Originally posted by Oberic:
Coolness isn't increased by clearing rooms (otherwise your items would cool faster).
It works like, you have a base 1% chance of loot appearing after you clear a room (that loot is randomly selected from a pool, armor, key, health, chest, ammo, etc.), for every room you clear, that chance is increased by 1% until you get loot, then it resets to *base value* which is 1% by default.
Coolness increases the base value by 1% per point of coolness. So if you have 4 coolness, you will have a 5%, then 6%, 7%, 8% etc. chance to get loot per room clear.

Atleast if I'm understanding it correctly. May be wrong on the base chance, but pretty sure it's 1%, +1% per room.
Basically, clearing rooms = eventual random loot. Coolness = loot more often.
The base chance is indeed 1%, extra coolness increases the base chance permanently while any points of curse decrease it.

Base chance = (1+Coolness-Curse)%

For every room cleared the chance increases by 9% with 80% being the max. Getting a room reward will reset it to the base value.

And as Jellypuff already pointed out, ammo drops are seperate from room rewards. The chance for them to drop is not affected by clearing rooms or having higher coolness.


so hold up am i lucky or something because as i said, ill link a video soon but on there, i got a ammo drop on 1 room, and the room right after i got 2 ammo drops in a row?
Index Oct 20, 2017 @ 5:17am 
That just sounds like you were very lucky, yeah.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: May 19, 2016 @ 1:22pm
Posts: 13