So far, as far as I know, the only thing set in stone about how the drop tables work is that each player will have their own drops (meaning we technically have a setting in the party configuration that could be repurposed, but that's neither here nor there), and that synthing is very much not going to work how it did in PSU (although the specifics are still under discussion). Looking back on the online PS games, we have a few precedents in terms of what monsters can drop what:
PSO-style:
*Enemies each have one unique fixed drop (generally a rare item on most difficulties, but often just Trimates on normal).
*Common weapons/armor/units are handled on an area-by-area basis.
*Bosses drop items directly (boss boxes exist, but drop common items from the next area).
*A few exchange missions, and one that allowed you to use Photon Drops to increase the percents on your weapons.
*Certain items available from challenge mode (generally not the strongest weapons, but able to be customized) or minigames (generally gimmick weapons).
--Note: Because of how progression was handled, despite being "area" drops, most functioned closer to being "level"-based drops. High-level techniques and
Pros:
*Allows more variety in the drop pools (so monsters can drop something you can use now, but also things that you won't be able to use until later).
*One drop per boss meant that the focus for most drops tended to be on fighting monsters rather than clearing areas (which would reduce PSU's major hotspot issues).
Cons:
*SECTION IDS. I refrained from mentioning them, but... yeah. Never ever ever coming back.
*If we don't manage to use the supplemental/third update items, there's likely to be a lot of overlap. Armor/units can make up for a lot of it (and are downright trivial to add), but 122 or so enemies (excluding Pahra, invincible versions of Ethan/Liina/Nav/SEED-Venas, and the extra Gol Dolva) * 2 or 3 difficulties will waaaay overrun the number of S-rank and kubara weapons.
*No level-independent drops. If a Booma wants to drop "Booma's Right Arm", it will never ever drop any other rare (actually looked this one up, that's its only drop on all three difficulties on all section IDs).
PSU-style (hoo boy):
*One unique drop per monster per drop tier (every 10 levels until 100, then 100-124, 125-149, 150-174, 175-189, 190-199, 200), as well as 0-3 special drops (independent of level) and various area drops. Note that while special drops may include weapons/armor/units (such as Varista from Go Booma and Puyoment Aura from Jaggo Sonichi), area drops are generally just materials and kubara -c weapons (with the exception of the PSO areas, which drop high-level exchange items and a few unique weapons).
*Absurd numbers of exchange missions (particularly after free course was added). To get Vish Las Gavrecon from Flagship Development (Yohmei), you need a Makarukaheshi, which is obtained from Special Exchange 3 and requires Megispheres (which either drop premade or are available from Dark Crystal Seeker) and Evil Curst... which is in Special Exchange 3rd and requires Magical Wand (seasonal drop!).
*Boss boxes, which drop various items on a mission-by-mission basis (rather than by area, monster, or boss).
*Heavy focus on synthing. This has dropped recently, but large parts of the drop table are still "[b(oard)] Worthless Item" or premade versions of old weapons with inevitably crappy percents.
*Certain items available in exchange for points acquired in various ways (running GAMs, kills in events, etc).
Pros:
*The item list was designed around this drop system. 3 manufacturers, 3 planets (each having roughly the same set of monsters, just differently skinned), kubara replicas for area drops, etc, so it slightly obscures the lack of actual S-rank items.
*Reasonably flexible.
Cons:
*Synthing, yeah. That part would need work (which is naturally going to upset the balance in terms of special drops, especially).
*Monster special drops that include weapons tend to be horribly out of place. The same Booma that at level 1 dropped a weapon you wouldn't be able to use until you hit your advanced type will, at level 200, still drop a weapon that you haven't had a reason to use since level 15.
*Exchange missions are poorly handled in PSU. A given mission can have at most (not sure of the exact limit) 128 or 256 item listings. Each item you receive or trade in counts against this limit; as a result, even things like the non-event version of the absolute zero exchange mission use almost 40+. Each Special Exchange mission besides the fourth has almost 128!
PSP1/2/i:
Mewn can give better details, heavily abbreviated...
Similar to PSU, but:
*Special drops have level tiers (2/infinity only?).
*Monster unique drops occasionally depend on area.
*Monster unique drops depend on class.
Can't really do a detailed analysis given I never played, but this could, best case, make it so that you're pretty much guaranteed to get items that will be useful for you personally (rather than having to trade).
PSO2:
This is very poorly understood at the moment, but from what it appears:
*Normal drops are set by your class, not by monster (although higher level monsters will drop higher level items).
*Rare drops are totally random?
*Certain boxes scattered throughout missions have set weapon/item types (with chance of rares), which ignore your class.
*Few exchange items exist (Photon Drop/Sphere/Crystal, some odd biomats), although no exchange missions existed yet.
I'm sure other games have other systems that can be borrowed. Personally, I prefer something approximating the PSO approach, assuming we get the stuff from supplemental/third update. Otherwise... don't know.
Also: challenge mode. As in, real challenge mode, not shitty "take all your gear and PAs with you for worthless rewards" GAMs. Needs to happen.
So yeah! Discuss.
EDIT: PSU synthesis strikes again! Fixed formatting, added PSO2.
EDIT again: fixed some issues in the PSO2 section.





