![]() ![]() ![]() So, Looting effectively increases arrow dropping odds, up to 11⁄ 12 with Looting III. The probabilities are as follows:Ī stray's tipped arrow is a special case: while Looting can attempt to increase arrow drop amount, the final number of dropped arrows is capped at 1. This causes the numbers in the middle of drop range to occur twice as often. More specifically, the game generates a fractional number ranging from 0 to the Looting level, which is then rounded to the nearest integer. At most, a number of additional items equal to enchantment level are dropped. Some common and uncommon drops are affected by the Looting enchantment. Because the range for leather includes 0, there is a 1⁄ 3 chance of no leather being dropped.Ī baby animal does not drop any common drops upon death. For example, a cow drops 0–2 leather items and 1–3 raw beef items. Some common drops, such as blaze rods, don't drop at all if the mob was not killed by the player.Įach of these items has a drop range, which is a random uniform distribution of numbers of items that drop. ![]() Some common drops, such as leather, don't always drop, but have a large chance (at least 50%, depending on the drop range) to do so. Most mobs have certain items that they may drop when killed. Mobs do not drop any of the following if the game rule doMobLoot is set to false.Ĭommon drops may appear at the location of a mob at the moment it receives fatal damage. ![]()
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