Nice post, but I said 5 mod max intensity. An ettin can drop a 100 luck ring maybe, but never a 1-3 100 luck 20 lrc 15 dci.
The roll on an item is it's max intesity. Then it roll each mod and their intensity. If something can roll 100%, it can roll it on 5 mods.
Here the 'old' Blood Elem Loot pack (That one seem somewhat similar)
FILTHY RICH
gold 100% 202-400
Slayer 2% 1
Magic Item 33% 0% 50% 4 1
Magic Item 33% 0% 60% 4 1
Magic Item 20% 0% 75% 5 1
Magic Item 5% 0% 100% 5 1
First % is chance per corpse to see this item.
Second-third is the range of intesity
Number following are mod quantity and item quantity
As you can see. Blood elem can actualy drop similar to what a oak kit could produce.
Looting is pretty broken...
Wanna kill 3kk bad monsters to get good items ?
Wanna kill 2kk ok monsters to get good items ?
Wanna kill 1kk good monsters ?
Or 500k 'super loot' monsters ?
In the end. It all come down to how fast you can kill X tier monsters and your capacity to keep up with checking loot at decent pace.
So let's look at some maths
5% chace to drop a 1-100% intensity
Thats 1/20 corpse.
Chance to roll 1 of the mod 100%
1/100
1/100 * 1/20 = 1/2000
Chance to roll 5 mods as 100%
Close to impossible. Since it's exponetialy bigger to roll a second, 3rd, 4th and 5th 100%
We can easily be looking at 1/20kk+ blood elemental to get 1 perfect item in intensity.
Obviously, UO will troll you and put it on a studded armor, give you a ring with NS, EP 25, Vet 15, stealth 15 and anatomy 15 or some retarded no di weapon with half the mods we dont like.(we didnt even get into slayer)
This is why you see me complain about industrial macroing. UO was not meant to be played with perfect gears. Macroing cheat all of that.
Perfect and close to perfect gears were meant to be legendary. Not common enough to make 2/3 the rare items useless