Problem with loot dropping when using normal attacks vs with another skill (Loot drops very rare and works fine on normal attacks but it changes it's behaviour when dealing dmg with another skill?)

I don’t see how and where should there be any connection between the attacks the player character does on the enemy ai and the loot drop rates… I have weighted loot which is set to drop pretty rare so when i kill a NPC with my standart attack then this is exactly what happens. Very rare some loot drops. But when i switch to some other skill/attack loot start dropping from every single npc. I have the loot drop logic just after the enemy die. So the npc is killed and it checks if loot should drop and mostly it see there is nothing to drop. So i don’t know how or where the connection is that another skill forces every enemy to just start dropping the loot (that means 20 npc will drop 20 loot which is impossible… The most common loot drop is set to be 150 to 1 and with normal attacks it works and thats what happens… With good rng it may drop 1 loot earlier if bad rng it can take even longer) But when i switch the skill/attack to another one, loot just start raining from every single npc… Any idea what the problem can be for this ?

Here is the loot located after the enemy reach zero life and die

How can another skill which just do another damage to the enemy influence the loot outcome ?

The attacks and skills are both not on the enemy ai… The ai only knows that after the life of it is down by zero, then he is dead and should check the loot drop rate if something should drop or not… main attack works fine but switching to another skill breaks this completely. How is this even possible ?

Hey there @catz111! That’s an odd one for sure! Is there any functional difference in how abilities interact with their target? Do they hit more than once when normal attacks hit only once? Could we also see how the loot drop operates?

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Wow yeah… I just read this and I started thinking deeper about the other skill which causes this and indeed this skill differs by a lot… When i kill the ai with the first skill (it’s a fireball) It hit’s the enemy once but my other skill is spawning fire on the ground and it does fire damage over time. This works as fast as when on tick enabled. So when the enemy life is under zero then the loot check triggers and after that some stats but the ai is still there for like 2 more seconds befor the actor actually gets destroyed. This tick must be so fast that the damage must trigger the loot check hundreds of times in this 2 sec… Sometimes it even drop more then 1 loot from 1 npc. If my weighting loot for the “common” one is 150 to 1 and the next one is 700 to 1 i’ve seen many times dropping even this one with the other one togheter from 1 enemy which is either really good rng or this damage repeats extremely fast… So to summerize this tick damage is too fast and i need to just move the loot check logic on “Do Once” node and that should fix it…

Yep this is it :smiley:
Just tested it and no more loot drop from each enemy… The “do once” node fix it ty!

Here is how the skill looks like (fixed) on the left side you can see the print string how often it does damage and as expected my rng is bad so no loot from the first npc’s ^^
https://streamable.com/31zdpk

Yep! You got where I was going with it, and you got the same answer I was going to give! Basically make sure the enemy dying portion only gets called once and that’d solve this immediately. Project is looking good! Keep up the good work!

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Yeah true and after checking my logic i do acctually have a “do once node” just when the stats start so it was right after i had the loot check.

I should have seen this earlier but hey this helped a lot i was pretty confused why this anomaly happend. But now its solved and wasn’t that hard to find the solution.

Thx again

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