Heads up about a change made to drop rate calculations in EOSERV r504 and 0.7.0.

Previous to r504 / 0.7.0 it worked by rolling every single drop and then picking one item randomly from every item hit. This led to unintentionally lowered drop rates in situations like this:

257 = 200,1,1,1, 1,100,1000,100 (1% chance of devil costume, 100% chance of 100-1000 gold)

In the situation above, since the gold drop would always be hit (100% drop rate), it will always be a possible drop along side a devil costume, effectively halving its drop rate from the intended 1%, down to 0.5%.

After r504 / 0.7.0 the drop rates are scaled evenly, exactly matching the rates written, and scaling down proportionally with a warning if the rates add up to greater than 100%.

Note that this change will have a significant impact on most multi-item drop tables. You can revert back to the old behaviour by changing the DropRateMode config option back to 1 (default is now 3, the closest to main's behavior is 2).