Whoever is in charge of learning-rates and drop-rates does not understand probability and is, therefore, incompetent. Things that involve probability are usually very counterintuitive. Consider something that has a 5% chance of dropping or being learned. That means a 95% chance of not getting it within in one try, a 95% of 95% chance of not getting it within two tries, a 95% of 95% of 95% chance of not getting it within three tries, and so on. The probability that you won’t get it within X tries is 0.95 raised to the Xth power. That means there is about a 0.59% chance of not getting it within 100 tries.

Next, you have to consider the number of people who play the game. How many people are how likely to go 0/100? What about 0/1,000? Really the thing to consider is how likely just *one* person is to go 0/1,000 or whatever number is too high. It is unacceptable to treat a single customer that way. Bottom line, *nothing* should drop based on pure chance. *Everything* that has less than a 100% rate must have currency/points/whatever associated with it, and you always get some. Maybe sometimes you get twice as much as other times, however they want to set it, but leaving things to pure chance in a game this size is a clear indication of incompetence. For each spell and applicable item, they need to decide how many runs/boxes/whatever is too much—and how many is too little—and then set the corresponding minimum and maximum amount of currency that can drop per attempt. They can vary the amount of currency that drops within that range such that people are still “on the drip” as @DrWho2010 put it.

This could have been worked into the story for BLU spells. Each time you defeat, or help defeat an opponent who uses a learnable ability, you get some of that energy that was mentioned in the CSs, but not the same amount each time. Or it could be transparent; you don’t know how much currency you have. You don’t even know that there is currency. For anything in the game, it could be hidden, or not, and both ways can be set up to keep people on the drip.