I'm too tired to explain my p.o.v of lootsystem, but to make a "short" note
:
Imo it isn't based on the damage, even though it could look like it.
It's about the value you create when equip gear and do interactions with a target.
Some say it's to advanced to use that, but it isn't, it's about using dynamic coding in the right way.
(When something is equiped, avatars interaction value is calculated from all parameters, it's this
value that is used against targets value. )
If doing so, you can create a system that use something we can call "reverse efficiency", e.g instead
of building values where highest value gives best outcome, best possible outcome is when we are as
close to the targets value as possible.
Reason for using such system is that a under powered set up creates a negative value,
while a over powered set up creates a positive value. Both are not efficient, since they are not close
to the targets value in the avatars build-up value for loot.
Depending on what are included in this calculation, chances are that same set up for two avatars
can have different values when using the gear.
I.e it's dynamic...
There are a LOT more things that controll loot, but this "small" post were about avatars part
in the build up for loot.