First problem with this thread is the stress on RNG. Battle mechanics run of RNG. It is a good thing. The problem is balance. Games should never have a desired result with a probability of .001 - this probability may be theoretically possible but RNGs are notorious for skipping certain results because they are not truely random. This means that an RNG might never produce the rare drop because of strange factors... like something unique in the initializing number. One of the worst initializing numbers is exact time an action was initiated. Leads to weird results. All game mechanics should be driven by random number tables with flat probability curves for the table coordinates. Most games never implemented this scheme. The alternative to using tables is using probabilities of no rarer than .01 and hoping it doesn't gap too often. Rare events are not random. It is very hard to generate true random numbers... probably impossible. So...
Players have a good point. The rare drop rate for items needed to produce Relic Weapons is discouraging. It is not fun.