What if SE put a hidden, dymanic cap on the drops? They don't tell us what it is, and it varies by maybe 20-30 runs from player to player. The average could still be way up there, like, 100 runs or more, to give the RNG its chance, but to make sure those "outliers" aren't left for dead.
Now, the question is, what if that system is already in place?![]()


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