I noticed that cq_dropitemrule is not the only influence in item drops. I am sure plenty of others know about this, but many may have disregarded all tables that have no cq_ prefix.There is a table that controls drops that are global (as far as I understand), the table responsible is drop_rule.
So from my best understanding (without any major testing) I will try to explain the use of each field.
id
This field is purely just for a primary key which is best for propper table design in databases. It has no major influence.
type
This defines what type of drop the drop is. An exampl is type "1" I think that this one is just a basic type that means it applies to every kind of monster guards included. Another example is types 30 weapon mask, 40 helmet mask, 50 armor mask, 60 necklace mask, 70 bracelet mask, 80 boots mask; these types allow for you define the mask example 490 for paladin stars/weapons, I think that this type will only apply to monsters within a set level range for your gear. So that a madbull for example will drop level 1 gear where as a silent knight will drop much higher level gear, but I do know that silent knight has never dropped level 125 gear, and this could be because of their level? 131 could prevent them from qualifying for this. Further testing is required.
chance
I can't comment on the math involved in this, but I think that at the very least other drop rules that apply to the dead monster will affect how effective the chance is.
itemtype_id
Self-explanatory, this just says what the cq_itemtype.id will be for the item being drop, however for gear with types 30->70 you just input the mask, so for those of you that add vampire, you really should input entries for the new gear?
quality0, quality1, quality2, quality3, quality4 (only applies to gear)
The way I understand this is that there is 5 possible outcomes but atleast 1 must succeed.
Clearly quality0 -> 4 means Normal, Refined, Unique, Elite, Super
An example would be:
70, 15, 10, 3, 2
This means that when this gear drops you have the following chances for the quality of gear:
Normal = 70%
Refined = 15%
Unique = 10%
Elite = 3%
Super = 2%
Now you don't have to put in values that add up to 100, the following would still equal the previous values:
7000, 1500, 1000, 300, 200
But for easy math if you can't work with ratios I suggest just using values of 100% in total. If you find you need 1/2% then work with 200% in total.
gem_none, gem (only applies to gear)
These fields just say, it either has a socket or no socket. As you may see in default setups you will notice that they used a 1000% total value, with 970 being the chance of no socket and 30 for the chance of a socket. This basically means the gear has a 97% chance of no socket and 3% chance of a socket.
addition_none, addition (only applies to gear)
These fields says that either you gear has a + value or not, with my experience it will be either no + or +12 gear, not sure this could be random too, further testing required.
eudemon_atk_none, eudemon_atk (only applies to gear)
These fields again say if your gear either has elemental attack like Earth Attack etc, or none at all. I've never seen any pattern to this kind of drop, so perhaps this one is 100% random? Further testing required.
identify_none, identify (only applies to gear)
These fields determine if your gear is identified or not, default values are 70% unidentified and 30% identified.






