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Also, fruit trees are notoriously poor investments. If it were not for the greenhouse, they would be nearly useless. There are no locations you can build a fish pond but not something else.
Consider a peach tree: the sampling takes 28 days to mature and then within its first year, it will produce peaches for 28 days worth 140g. This is 3920g after investing 6000g for the sapling. Averaged out across the whole year, this is 35g/day-less than half!!
Regarding that specific aspect you were wondering about, fortunately, you have quite a good source of information here, thanks to Ryvaken, which have done a great job for an unknown feature of the game, a consecuence (IMO) of the low benefits the pond provides compared to other alternatives.
What many players don't know is... if you don't like, for example, the dungeon mechanism and want to play on Zen Mode, you can try (with a modest drop rate though) to obtain certain items (like Prismatic Shard) with this feature, which would be extremely hard to achieve otherwise, because some of them strongly relay on the dungeon system.
Cheers!
Read the section on the math again. The chance for ANY drop to happen is based on population. The quality of what can drop is ALSO based on population.
AFAIC, you only have a (small) chance of getting them when population inside it is 1, 3-4, 9-10, and with 1 you would mostly get regular items.
The good new is that every fish (except one specific "type") is capable of multiply itself, even if there's just one "copy" of it inside the pond (yeah, you've read right). So you could build a lot of ponds and fill them with just one copy of the fish you want its drop from. Be aware that some species need A LOT of time to reproduce.
tl;dr:
- Drop rate doesn't scalate with the pond's population, the drop's quality does.
- The drop rate of the best items it's extremely low, though I can tell you I've got things like a Prismatic Shard and Pearl (several times).
If you want a full list of the drop for every fish let me know.