Something that needs to be clear and I have a funny feeling that it is the big mis-understanding between what the Dev is consider drop rate and what the player bases are called drop rate. I think as a whole, we need to address it as the drop system.

To the DEV, the drop rate is probably 1% on ra/ex item per NM (I pull this 1% out of thin air, but can subsitute the appropriate number in here if anyone wants because this number as long as it is not a significant number becomes meaningless). However, something that I dont know if the DEV understoods or not (and right now I'm assuming that they somehow didn't understood it), is that there's ONLY 1/18 of the chance of any one single person in getting that CHEST that contains that 1% ra/ex item. So, in essence, the EFFECTIVE drop rate of any one person in ever getting this 1% ra/ex item is 1% * 1/18 which is equal to roughly 0.056%. (If we were to subsitute the 1% with a 5%, the effective rate of anyone getting that idea is still only 0.278%).

So, Camata, it's NOT the drop rate per NM of the top tier ra/ex that is the issue. The issue is the drop system whereby a completely randomization of 1/18 which drops whatever the effective rate of anyone ever getting the item to the ridiculously low effective value.

Now, clearly I have made many assumptions such as: there's only 1 top ra/ex drop possible per NM fight, the drop rate per NM fight is only 1% and that there's always 18 chests (which wouldn't be true if you have less ppl, which would effectively bump up the effective drop rate).

But the point I'm trying to make after all these rambling is that the drop SYSTEM such as something like this becomes a PURE luck of the person and nothing else really matters. If you really want to reward users based on their effort, this system is need of a major overhaul.

Stick to a 1% drop rate per NM fight if you want but make it so that there's not a 1/18 multiplier after that please.