This page is meant to give an overview of other resources that I have created, which are not included into the calc (either because they are too specific, or because they fall beyond its scope / do not deal directly with combat mechanics).
Each point of PP corresponds to 1% additional chance to loot.
Let's say you want an item which has a 20% base loot chance. With 0 PP, you will stay at the base loot chance, so, 20%.
Now with 100PP, you have 100% additional chance to loot the item. It does not mean you have 100% loot chance, it means that the base loot chance is increased by 100%.
Quick example: let's say a baguette (hon hon) costs 1€. Its price is increased by 100%. The baguette will not cost 100€, but 2€ (its base price + 100% of its base price).
So, in short, 100PP means 2 times more chance to loot.
PP (capped to 200, irrespective of the PP sources, including in-fight bonuses)
Whether you use a Booster Pack or not (+25% loot on regular servers, +50% loot on single-account server)
the bonus % loot from stasis dungeons system + from loot consumables (loot potions for instance) + from PvP pacts
the bonus % loot from temporary events (an event week with +25% loot for instance)
the famous loot penalty when you are on the staff blacklist (or if you suck with stats)
Effective loot chance = base loot chance × (1 + (PP / 100)) × [1 without Booster Pack ; 1.25 with Booster Pack on regular servers ; 1.5 with Booster Pack on single-account server] × (1 + ((% loot from stasis system / 100) + (% loot bonus from loot consumables / 100) + (% loot bonus from PvP pacts / 100))) × (1 + (% loot bonus from increased loot events / 100))
Example: an item with a 1% base loot chance, on a character with 50 PP, with a Booster Pack (so +25% loot) in a stasis 3 dungeon with competitive mode (so +40% loot bonus), with a +50% loot potion, using the opportunist PvP pact (+50% loot), during a loot x2 event (so +100% loot).
1% base × (1 + (50 PP / 100)) × 1.25 from Booster Pack on regular servers × (1 + ((40% loot from stasis dungeon system / 100) + (50% bonus loot from loot potion / 100) + (50% loot from opportunist PvP pact / 100))) × (1 + (100% loot from increased loot event / 100))
= 1 × (1 + 0.5) × 1.25 × (1 + (0.40 + 0.5 + 0.5)) × (1 + 1)
= 1 × 1.5 × 1.25 × 2.4 × 2
= 9% chance to effectively loot the item
To determine whether you will loot the item or not, the game makes you draw a number (which can be decimal) at random, between 0 and 100. If the number that you drew is inferior or equal to the effective loot chance of the item, then the loot attempt is successful, and you will get the item.
In the example a few lines above, you would need to draw a number between 0 and 9 to loot the item. If the number that you drew is superior, the loot attempt fails, and you do not get the item.
So far I have only tackled the loot chance of an item - but it is not the only factor that is considered when trying to loot items.
Each item/type of item has:
a number of allowed loot attempts
a specific distribution of these attempts between the characters in a fight
In other words, all the characters may try to get one or more copy of an item, or on the other hand, only one character may be allowed to try a loot attempt on an item, for instance.
Each character in the fight makes one or more loot attempts on an item
A number (inferior to 6, superior to 1) of character (chosen at random) makes one or more loot attempts on an item (note: it is unclear whether this loot attempt distribution still exists in the current game)
Only one character (chosen at random) makes one or more loot attempts on an item
Every mob has a loot table, with all the items that this mob can loot. To each item is associated:
a base loot chance
a number of loot attempts per character
a number of loot attempts per team
At the end of the fight, the items from the loot table that have loot attempts limited to a small number of characters are distributed at random. In other words, for items in limited quantity, the game says "you will try attempt to drop that, you will attempt to drop that other item, etc.
Then, once the loot attempts have been distributed, each character draws a random number for each item for which he has been given a loot attempt, and for each loot attempt. If that number is inferior or equal to the effective loot chance, then the item is obtained.
The cautious PvP pact gives +25% bonus loot, but these 25 extra % go into the pact inventory - while the base loot goes into the regular inventory.
In that particular case, the game calculates 2 separate loot chances per item: one without the loot bonus from the pact, and the other one with it.
When the character draws a number at random between 0 and 100 to attempt to loot an item:
if the number drawn is between 0 and the effective loot chance without the pact bonus, the item goes into the regular inventory
if the number drawn is between the effective loot chance without the pact bonus and the effective loot chance with the pact bonus, the item goes into the pact inventory
and obviously, if the number drawn is superior to the effective loot chance with the pact bonus, then the loot attempt is failed and the item is not obtained
Example: on an item with a 10% base loot chance, without any other loot bonus,
without the cautious pact bonus, the loot chance stays at 10%.
with the cautious pact bonus, the loot chance is increased to 12.5%.
When the character draws a number at random between 0 an 100 for his loot attempt on the item:
if they draw a number between 0 and 10, the item goes into the regular inventory
if they draw a number between 10+ and 12.5, the item goes into the pact inventory
Some items require that some conditions should be met before a character may be given loot attempts for them. For instance, a character can only be given a loot attempt on a Prismatic Dofus if they have finished the Prismatic Dofus questline.
Calculation of the XP needed to reach the next level unfolds in 3 steps: calculation of the intended base XP of a mob of a given level, calculation of the intended number of fights for a given level, and multiplication of these 2 factors.
For instance, if you are level 200 and you want to calculate how much XP you need to reach the next level, replace the "Level" variable by "200" in the calculations below.
Before level 57: [100 × level + 1.5 × ((level) ^ (2.2)) + 630 × ((level / 20) ^ (4))] rounded to the closest integer
From level 57 on: [8860 × ((2) ^ (level / 21))] rounded to the closest integer
Level 1 to 97 : (Level) ^ (0.8)
Level 98 to 169 : (Level - 79) ^ (1.25)
Level 170 to 199 : (Level - 105) ^ (1.35)
Level 200 to 244 : (Level - 119) ^ (1.4)
[Mob XP base of the current level x Number of fights intended for the current level] rounded to the closest integer
The calculation of the XP received at the end of a fight unfolds in 6 steps: multiplication of a mob XP base by its XP factor, sharing of XP between characters from the team, XP modification based on the number of characters in the team whose level is high enough, XP modification based on the difference between the level of the character and the average level of the group of mobs in the fight, XP modification based on the difference between the number of characters and the number of mobs, and application of other, more well-known XP modifiers (wisdom, etc)
Each mob of a level X has the same XP base (see above "Mob XP base"). This XP base is multiplied by an "XP factor" which is specific to each mob. This factor is not known.
The XP given by each mob in a fight is added, then the sum of XP of the mobs is equally shared between all the characters who take part in the fight.
The XP quota allocated to each character is multiplied by a factor whose value depends on the number of characters in the team whose level is higher than a third of the level of the highest level character in the team. These characters are defined as having an "high enough" level. This factor is worth:
1 if the character is alone in his team
1.5 if there are 2 characters whose level is high enough
2 if there are 3 characters whose level is high enough
2.75 if there are 4 characters whose level is high enough
3.1 if there are 5 characters whose level is high enough
3.5 if there are 6 characters whose level is high enough
The XP quota allocated to each character is modified on an individual basis according to the following criteria:
If the level of the character is inferior to the average level of the group of mobs, the XP they receive is multiplied by: (Cos((character level + 10 - average level of the mobs in the fight) / 60 × Pi) + 1) × 0.5
If the level of the character is superior to the average level of the group of mobs, the XP they receive is multiplied by: (Cos((character level - 10 - average level of the mobs in the fight) / 70 × Pi) + 1) × 0.35 + 0.3
Then, the XP received by each character is modified according to the following criteria:
If there are more mobs than there are characters in the fight, the XP is multiplied by: number of characters / number of mobs × (1 + ((number of mobs - number of characters) / number of characters × 0.5)). If that factor is superior to 1, its value is instead set to 1.
If there are less mobs than there are characters in the fight, XP is multiplied by: 1 - ((6 - number of characters) × 0.2 + 1) x (number of characters - number of mobs) × 0.1. If that factor is inferior to 0.5, its value is instead set to 0.5.
Note: if the number of mobs is superior to 6, it is instead set to 6, even if there are 7 or 8 mobs in the fight.
At the end of the previous calculations, the more "classic" XP modifiers (such as wisdom) modify the XP received. The % XP from stasis dungeons stasis and the % loot from XP consumable are additive, while the rest is all multiplicative. Full list is as follows:
wisdom (limited to 200, irrespective of the wisdom sources, including in-fight bonuses - each point of wisdom increases XP by 1%)
whether a Booster Pack is used or not: with a BP on regular servers, XP is multiplied by 1.5, with a BP on single-account server, XP is multiplied by 2
the bonus % XP from stasis dungeons system + from XP consumables (XP potions for instance)
the bonus % XP from temporary events (an event week with +25% XP for instance)
the XP multiplier applied to lower level characters when you have higher level characters on the same account
Then the XP is multiplied by 1.3.