Compare all 20 published threat rows while keeping rarity selection separate from drop probability.
Difficulty and threat are separate controls. Easy/Normal/Hard affect damage, while threat changes encounter challenge and loot weights. Exact damage-scaling formulas are not supplied here.
These rows are threat multipliers, not universal drop percentages. The Getting Started handbook shows how the newer published model combines source-specific base weights with threat before normalizing. The Research Lab retains a clearly labelled raw-weight comparison.
Difficulty applies to the party and cannot be changed during boss fights, according to this reference.
| Threat | Common | Rare | Special | Unique |
|---|---|---|---|---|
| 1 | 1 | 0.6 | 0 | 0 |
| 2 | 0.9 | 0.7 | 0.1 | 0 |
| 3 | 0.8 | 0.8 | 0.2 | 0 |
| 4 | 0.7 | 0.9 | 0.3 | 0.1 |
| 5 | 0.6 | 1 | 0.4 | 0.2 |
| Threat | Common | Rare | Special | Unique |
|---|---|---|---|---|
| 6 | 0.5 | 1 | 0.5 | 0.3 |
| 7 | 0.5 | 1 | 0.6 | 0.4 |
| 8 | 0.5 | 1 | 0.7 | 0.5 |
| 9 | 0.5 | 1 | 0.8 | 0.6 |
| 10 | 0.5 | 1 | 0.9 | 0.7 |
| Threat | Common | Rare | Special | Unique |
|---|---|---|---|---|
| 11 | 0.5 | 0.9 | 1 | 0.8 |
| 12 | 0.5 | 0.8 | 1 | 0.9 |
| 13 | 0.5 | 0.7 | 1 | 1 |
| 14 | 0.5 | 0.6 | 1 | 1 |
| 15 | 0.5 | 0.5 | 1 | 1 |
| Threat | Common | Rare | Special | Unique |
|---|---|---|---|---|
| 16 | 0.5 | 0.5 | 1 | 1 |
| 17 | 0.5 | 0.5 | 1 | 1 |
| 18 | 0.5 | 0.5 | 1 | 1 |
| 19 | 0.5 | 0.5 | 1 | 1 |
| 20 | 0.5 | 0.5 | 1 | 1 |
Set your hero and unlocks → · Open related calculations and evidence →
Published source · Wikily · Numerical facts and original explanatory summaries. Not independently tested in game. Unknown formulas remain unknown.