Hmm.... you do have a good point..... I haven't give much thought about how people would exploit it....

However i think i wasn't clear about the run counts..... what i meant by it is each run count can only be gain at the very end of the dungeon run... when duty complete showed up on the screen....

Also for the items bought from vendor.... I meant each piece of item cost a certain amount of run count to purchase.... and once a piece of item is bought... you loose the run count you just spent.... In a way it is like the tombstone system we have.... but targeting the really low drop rate items...

I think what I'm trying to achieve is... figure out a way to eliminate the feeling of heading in dungeons with the unsure feeling of whether the item will drop and what if i loose.....

Well I really think its ridiculous when a person ran the same dungeon 100 times for 1 item drop and still not get it....