Yeah, as I said, it's unlikely that those assumptions are wrong, even with that. Thinking about it, it's also quick and easy to implement, so it does seem like a real possibility.
I'm not quite sure what to think of that. On the one hand, it would make sense, because otherwise some items would be nearly impossible to get double dropped, and even less triple dropped (if this extends to the third slot as well). On the other hand, it makes me question SE's intentions. Why make an item double drop (or even triple drop) but give it such an abysmal droprate? It's not exactly the same thing (higher single-droprate versus lower double-droprate), I'm aware of that, but still, the one gives the player a chance to get more of it (making more drop), the other gives the player a chance to get less of it (making lower droprates), especially as in this hide-example. I'm not quite sure why SE would even go there. Also, that one single triple-drop somehow bothers me even more. Such a minimal drop rate, yet it can drop three of them, with even a lot worse drop rate? Not sure what to make of it... then again, confusing the shit out of their playerbase seems to be SE's favorite pastime.
Yeah, that's what I meant by "not directly". This allows us to regard those events as seperate processes, and as such, test them independantly (assuming it's correct, and TH has no further effect on subsequent drops). I'm really curious to test this further, I think I'll go slaughter some Rams when I get the chance.
I didn't know these had the same drops as normal Rams. That's very useful intel, thanks.
Thanks for providing that info. I'll put up a TH-results masterfile with all clean results I can get my hands on, neatly formatted in an XML sheet. Will make it nice for automated processing, which is something I'm working on right now.