The problem with any kind of multiple items dropping is that we don't know how multiple items work at all. They could be independant, they could be not. It could work tiered too, which is what I consider most likely, similar to (if not the same as) armoury crates. For each slot there's several options that can drop. Whether or not a slot drops at all could be affected by TH, the rest distributed (not necessarily uniformly) within that slot. Or, there's several groupings, some of which allow several drops, and the number of drops is affected by TH, possibly even whether or not that grouping is considered for drops at all.
In short, any mob with a too complicated drop pool should be used as a testing subject, because we don't know how to interpret the results. An ideal starting testing mob would be one with only one drop. The Colibri's drops seem largely independent (although it's impossible to confirm), since the very large samples indicate that they both behave the same way under the influence of TH. Once we have TH figured out for very simple groupings (there's not many logical combinations with only 2 drops), we can approach more complex structures and analyze how they behave compared to the existing data.
Do you have more accurate testing data for those Dhalmel drop rates, as in, item groupings and their distribution? That could be very relevant, otherwise someone will have to repeat that test again. Can't even say if Dhalmel Hair drops are unrelated to the others.
Anyone wanna go mass murder Rock Lizards in South Gustaberg? A quick glance at wiki shows they have only one drop, with kinda low drop rate, easy kills and tons of them all around. Can even help noobs get some boots while at it. I think that's what I'll be doing once I get to play again. Would be nice to see if they confirm the Colibri findings, then we can use those as a base for mobs with two independant drops. From there on, we could try to confirm other multi-drop mobs' treasure pools and how they're affected by TH.
