f*** yeah, now we can get some modding done. [Edit]How to read drop rates(based on common sense, gut feeling, and spending hours in Undead Burg farming enemies there for 10 Humanity several times): There's two kinds of data for drops. Horizontal(Item ID 1, Item ID 2, etc.) and vertical(multiple entries for a single enemy ID, for example the Undead Warrior (Sword) has four entries: 25400000, 25400001, 25400002, 25400003). The difference seems to be that out of horizontal entries, only one can drop at a time. So for our Undead Warrior (Sword) with ID of 25400000, we have 97% chance to get nothing(Item 1, empty value), 2% chance to get the Shortsword(Item 2, 2% value) and 1% chance to get the Cracked Round Shield(1% chance, Item 3). So you can get either the sword or a shield from an Undead Warrior (Sword), you will never get both. Crystal Lizards(ID: 3300000) are another good example of this mechanic - they always drop two("Item count" value) Twinkling Titanite and one other random ore. This limitation does not apply to vertical entries. These are calculated separately. So it is theoretically possible to get the entire armor set from an Undead Warrior (Sword) all in one drop. The chance of that happening is of course 1:1000000, so don't count on it. I do not know how Item Discovery Rate affects these values. For this we'd have to peer into the source code. In some cases the entry for the first item is over 100%. For example, for the Undead Soldier (Spear) (ID:25500004), the base drop chance for Titanite Shard seems to be 16%. Hovewer the chance for dropping nothing is 984%. I believe this means that the actual item drop rate is nerfed tenfold(984+16=1000), so in this example the 16% becomes 1.6%, which is more in line with what I observed in the game. This might be because whatever crazy formula FROM used for calculating drop rates only accepts integers. Or it might be because FROM is full of weirdos who love overly convoluted mechanics.