Steal
Steal Skill Info | |
Type: | Active Skill |
Levels: | 10 (Fixed) |
SP Cost: | 10 |
Cast Time: | None |
Cast Delay: | 1 second |
Target: | Monsters |
Range: | Melee |
Prerequisites | |
None |
Description
Attempts to "steal" an item from the targeted monster.
Skill Level | Success Chance |
---|---|
1 | 10% |
2 | 16% |
3 | 22% |
4 | 28% |
5 | 34% |
6 | 40% |
7 | 46% |
8 | 52% |
9 | 58% |
10 | 64% |
Notes
- Only items dropped by the monster can be stolen.
- A successful attempt will not affect what is dropped when the monster dies.
- After success, it is not possible to Steal again from the same monster.
- Boss-protocol monsters are immune to steal.
- @droploot command is ignored by steal.
- @showrare command is ignored by steal.
Formula
Steal Rate =(TRUNC(( Player DEX - Mob DEX )/2 )+ StealLV * 6 + 4 + Steal Bonus ) / 100
Item Chance = Steal Rate * Drop Rate
Actual Rate = Item Chance * (1 - SUM of previous Item Chances )
- Cards can't be stolen by this skill.
- Items stolen by this skill will be rolled in order according to the mob database.
- Using Scorpion as an
example, the order of items will be:
- 1.- Red Blood: 3.5%
- 2.- Scorpion Tail: 100%
- 3.- Rough Elunium: 2.85%
- 4.- Solid Shell: 10.5%
- 5.- Fine Grit: 5%
- 6.- Yellow Herb: 10%
- 7.- Rusty Iron: 1%
- 8.- Scorpion Card: 0.05 // Won't count
- Using Scorpion as an
example, the order of items will be:
Example
The following example will be made using:
[Main Formula]
Steal Rate =(TRUNC(( 50 - 52 )/2 )+ 10 * 6 + 4 + 0 ) / 100
[Calculation for the next item (Red Blood)]
Item Chance (%) = 0.63 * 3.5 = 2.21
Actual Rate (%) = 2.21 * ( 100 - 0 ) / 100
∟ Due to being the first item in the list
Result = 2.21%
[Calculation for the next item (Scorpion Tail)]
Item Chance (%) = 0.63 * 100 = 63
Actual Rate (%) = 63 * ( 100 - 2.21 ) / 100
∟ The previous item was Red Blood (2.21%); could be written as 63 * ( 1 - 0.0221 )
Result = 61.61%
[Calculation for the next item (Rough Elunium)]
Item Chance (%) = 0.63 * 2.85 = 1.8
Actual Rate (%) = 1.8 * ( 100 - 2.21 - 61.61) / 100
∟ Could be written as 1.8 * (1 - 0.0221 - 0.6161) , OR as 1.8 * ( 1 - ( 0.0221 + 0.6161 ))
Result = 0.65%
∟ (It's not the pure 1.8% from "Item Chance" because for this to roll you already had to
FAIL getting the two items before it, and they have to be calculated in to get an accurate chance.)
External Links
- Hercules Mob_DB (must add drop rate multiplicator).
- Spreadsheet document with formulae (you need to download the document in order to edit it).