So I like maths because maths always makes sense (until you study it at university). 1+1 is always 2. However the game doesn't seem to like maths. I have several "bad" calculations on silver and gold jobs when using a set with improved drop rating (Hancock or American). Example: Beaver Hunt normal job, I get 311% on beaver traps in work clothes without any drop bonus. I then change to American with 120% drop bonus. 120*311=373.2. I now expect to get 311+373.2=684.2. I get 684 in American set. So that makes sense. However let's do the same with Beaver Hunt silver ring. 414% in work clothes, 120*414=496.8. In American set I should get 414+496.8=910.8% drop. I get 787%. The difference is the same as in non-silver 373 which means that the extra bonus you get from silver/gold will not be added to the calculation for drop increases. Pretty clear bug to me. I did send a ticket to support and got the answer that I had used wrong set. Yeah right..... This is particularly annoying when you do jobs with low drop rate and you expect 2-3 an hour but only get 1 even though the percentage should be far above 200%.

True. They struggle with math a lot. Here are my recent examples: White water transport, best clothes for the job, queue the job for 8h, then switch to product drop bonus gear: First 4h are with a silver bonus, and I found 10 or 11 products on each job. Next 4h are after 2am (server time) and there's no sliver bonus. I found 9 or 10 products on each job. Same story with Construct a casino - 17 or 18 metal chips with silver bonus, 16 without the bonus. That just doesn't make any sense.

The wording of the bonus might be a bit unclear, but drop bonuses all apply to the base value, they don't stack multiplicatively but additively.

Can you or someone else then write it in a clear way? Because I don't understand how the silver bonus can have such little effect (see the example with metal chips)?

Which description would you propose? It has to be short enough to fit into the item description properly. The silver bonus increases the drop chance by 50% of the base value, so if you have other bonuses that well exceed 100%, the 50% is relatively small indeed.

I think this is the formula. Total Bonus = [Base * (1+LP Bonus) * (1+Class Bonus) * (1+Income Bonus) * (1+Gear Bonus)] + [ Base * (1+LP Bonus) * Enhanced Job Bonus] edit: are you sure you have same LP bonus for that casino example? Sounds like you might be quoting the drop chance in the job window with Hancock's but lower LP.

I meant can you describe it here? Not in the in-game description. And/or give a real example. I am not quoting the drop chance, I am talking about real reports from Arizona. I can post screenshots or provide links if needed. I got 17-18 metal chips in 4 reports with silver bonus, and one hour later when the bonus was gone (after 2am server time) I got 16. it makes the silver bonus practically insignificant. I did not change between jobs, and they were all queued with the same gear. EDIT: now, this is funny - 5h on Peace negotiations with silver bonus. 3 calumets each hour. silver bonus gone, and I had 2 more hours queued - 3 and 4 calumets I found more without the bonus

As far as I know, it works like this: Every bonus you have is summed. Silver bonus is 50%, gold is 100%, premium is 50%, clothing bonus is a variable %, all gold pickaxes is another 50%. Then you divide that by 100 to get a decimal value, add 1 and multiply it with the base drop chance to get your drop chance with the bonus.

silver bonus = 50 premium = 50 clothes = 190 (hancock dog+book = 30; american weapon set = 30; soccer fan's set without hat and ball = 50; deputy chef's hat = 50; soccer fan's belt = 30) 5 gold pickaxes = 50 ----------------------------- total sum = 340% = 3.4 then it's 3.4 + 1 = 4.4 for metal chips on construct casino base value is 241% or 2.41 4.4 x 2.41 = 10.604 If I followed your formula correctly, that would mean 10-11 metal chips in 1h. I got 17-18. without silver bonus it's 3.9 x 2.41 = 9.399. I got 16 in 1h. what am I missing?