Reference!
Drop penalty in simple terms: after reaching a threshold of ~9 levels above the mob, drops are reduced by -9% for each additional level (down to zero), calculated based on topDamager—including sweeps. Examples, formulas, and ready-made farming rules are included in this article.
Lineage 2 Drop Penalty: Introduction
Why do some mobs drop like crazy, while others drop nothing, even though the rates are the same? The main hidden variable is Deep Blue level penaltyIn L2, drops are calculated not only by item chances and reward groups, but also through a multiplier that "cuts" the loot if you too pumped up for the purpose.
In the code it's just one line - mod *= Experience.penaltyModifier(diff, 9); — but behind it there is simple and strict arithmetic: after the threshold (usually 9 levels) each "extra" level removes another −9% drop rate, down to zero. Moreover, most builds take the level topDamager (who did the most damage), and for sweep - the same, which often surprises spoilers.
In this analysis we will show with simple examples:
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Where exactly is the fine included and why is it not "±9", but only "above mob";
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How the formula works
diff = max(playerLvl - mobLvl - THRESHOLD, 0)and that suchTHRESHOLD; -
in what scenarios will you have ×1.00, ×0.91, ×0.55 or even ×0.00 to your chance;
So, as mentioned above, the main feature in loot distribution is the level penalty (Deep Blue, in our terms). Let's look at the very reason "why loot drops poorly from low-level mobs." In code, it looks like this:
mod *= Experience.penaltyModifier(diff, 9);
Where diff is "how many levels above the required threshold are you relative to the mob." And here we get to the most interesting part.
Fine arithmetic
penaltyModifier(count = diff, percents = 9) = max( 1 − (diff × 9%) , 0 )
Let's translate it into human language:
- While you are in the “green zone” - multiplier = 1.0 (no penalty) - maximum +9 levels.
- Once you've crossed the threshold, for each "extra" level you get -9% to the drop chance.
- Minimum - 0% (does not fall at all).
Reference!
An important and interesting detail: in some builds, the penalty is calculated based on the topDamager (who dealt the most damage), and for sweeps, too, although it would be more logical to look at the one who sweeps/spoils.
Most builds have no drop penalties if your level is no more than 9 levels higher than the monster's level. After 9, the penalties begin. And if your level is an unlimited number of levels lower, there are no penalties at all. As for EXP/SP, things are different.
As far as we can tell, the color markings on monster names are used specifically to understand EXP penalties. Drop penalties begin when the monster name turns bright blue.
So, regarding penalties, once again, there's no drop penalty as long as you're not more than 9 levels higher than the mob. But an important nuance: It's not "±9." The code only triggers the penalty when the player is older than the mob, exceeding the threshold. If you're shorter than the mob, there's no penalty at all.
How it works according to the code:
diff = max(playerLvl - mobLvl - THRESHOLD, 0)
mod = 1 - 0.09 * diff // 9% for each “extra” level
Let us explain:
- THRESHOLD = DEEPBLUE_DROP_MAXDIFF (for normal mobs)
or DEEPBLUE_DROP_RAID_MAXDIFF (for raids). - If playerLvl ≤ mobLvl + THRESHOLD → diff = 0 → multiplier = 1.0 (no penalty).
- If playerLvl > mobLvl + THRESHOLD → for each level above - -9% to the chance (until it reaches 0).
Drop Penalty: Examples
Examples when THRESHOLD = 9:
Mob 60, you 60…69 → no penalty (×1.00).
You are 70 (10 higher) → diff=1 → ×0.91.
You are 74 (14 higher) → diff=5 → ×0.55.
You are 81 (21 higher) → diff=12 → ×0.00 (there will be no drop).
Reference!
Important fact: In rollRewards(…) (drop distribution), the diff is calculated based on topDamager—the one who deals the most damage to the monster is the one who gets the multipliers and penalties (including runes, PA, etc.), and the penalty for SWEEP is the same.
Well, here's a simple basic example: for example, a monster has a 9% chance of dropping Coarse Bone Powder.
- You are exactly +9 levels higher than the mob → diff = 9−9 = 0 → multiplier 1.00 → 9.00% (no penalty).
- You are +10 levels higher → diff = 10−9 = 1 → multiplier 0.91 → 9% × 0.91 = 8.19% (final chance)
- You are +15 levels higher → diff = 15−9 = 6 → multiplier 0.46 → 9% × 0.46 = 4.14% (final chance)
- You are +20 levels higher → diff = 20−9 = 11 → multiplier 0.01 → 9% × 0.01 = 0.09% (final chance)
- You're at +21 or higher → diff ≥ 12 → multiplier 0.00 → 0% (nothing drops)
The drop penalty isn't a "mythical chance," but rather cold mathematics that determines whether loot will drop or not. The threshold of ~9 levels is your limit for healthy farming: exceed it, and prepare for -9% for each additional level, down to zero, and the engine takes this into account. topDamager (and for sweep (Also). Hence the conclusion: maximum profit comes from choosing the right spots by color, controlling your character's level relative to the mobs, and consciously timing boosts. If you understand the formula, a "bad drop" ceases to be a coincidence—it's simply a consequence of conditions that can be planned.
Want more analysis sessions like this one with formulas and practical examples? Check out our analysis section. Lineage 2 game mechanics — there we continue to analyze odds, rates, reward groups, spoils, and other "hidden" systems.
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