Drops/ms

Drops occur when a player's match ends (through death, team death or match won). Through these drops, the player is awarded XP and, with a chance to also receive , s, and/or Customizations.

For the equations shown below the 'Time Survived' value is measured in total minutes and seconds expressed as a decimal value. Ex. 5 min and 30 seconds would be read as a value of 5.50.

This value starts to be measured at the spawning of the Deagle (Where players eject from to start their match). The 'Time Survived' value finishes being measured once the player (solo) or team (duo/squads) has been eliminated.

XP
The formula for gaining Experience Points (XP) is as follows:  where   is amount of time survived (decimal value) and   is the amount of kills.

Players earn 10xp per 10 seconds survived. Players earn 20xp for each opponent killed.

Players who win a match will receive 100 bonus XP. Players who finish in the top 5 (solos), top 3 (duos), or top 2 (squads) will receive 50 bonus XP.

The player is granted 50 XP for playing a match. XP gained from Time Survived is calculated by measuring the time between the Giant Eagle spawning and the player (solo) or team (duo/squads) being eliminated, including decimal values. This number is multiplied by 60 and then "floored" (rounded down to the nearest whole number). For example,. This value is then added to the 50 base XP and the XP gained from kills to determine the total XP awarded.

XP is given to the player after a match. When the player gets enough XP, their Level will increase.

DNA Fox.pngl DNA
The amount of DNA dropped after a match is determined by the equation. The value between 1.99 and 3.01 is randomly chosen by the game. The time survived is multiplied by this value, and is then rounded to the nearest whole number.

DNA reward at the end of a game has a 25% chance of being an undiscovered Super Animal Breed (if you have any undiscovered animals left to discover at your level -- not including animals at higher levels)

The species of the DNA is chosen randomly from all species available at the player's Level or lower.

After a match that results in the player reaching Level 10 and every 10th level after, the player will receive DNA corresponding to one of the animal types which the respective level unlocks (levels which do not have corresponding animal unlocks will just multiply whatever the random DNA drop the player receives at the end of the match). Normal calculations are performed to determine the base amount of DNA earned, and a bonus of either 2, 3, or 4 times the DNA is applied to the drop.

Super serum.png Serum
Every Level up will grant the player 3 Super Serums.

The following equation explains the amount of super serum awarded:.

After each match, there is a 40% chance Super Serum will be awarded to the player. The value '0 to 1' is rolled by the game. Note that this means it is possible to pass the 40% check and still receive no serum.

If the player gets at least one kill during a match, the minimum amount of Serum they can receive becomes 1. Serum is not guaranteed for kills made.

Super_dna_magnet-sharedassets0.assets-51.png Magnets
Super Magnets are awarded every time you level up (after level 5) and from Daily Super Challenges. They no longer drop randomly from matches and are now capped at 99 per player, players with more than 99 at time of update will keep all of their magnets, but they will not be granted more until they drop below 99 again.

Customizations
This is the new method of calculating customization drops as of 19 July, 2019

Customizations are now calculated by time survived when you die or win. Your time survived is added to your existing percent, and then a roll happens, resulting in either getting something or not. If you get something, your chance is reset to 1% for next game.

Time Survived
The formula for time survived is: 2.3% * (Time survived minutes / 6.5) * Time survived minutes, (Time survived minutes / 6.5) is capped at 1.

Detailed explanations are as follows:

Time survived is calculated in 3 stages.


 * 1) Your survival time factor is calculated. This involves taking your minutes survived and dividing by 6.5 (6.5 represents the average maximum game length). So if you survived 3.5 minutes, that would put your survival time factor at 0.538. If you survived more than 6.5 mins, it would cap it at 1.0.
 * 2) It uses the previous factor to calculate the actual chance per minute survived.  The factor is multiplied with 2.3%, so continuing the example, this would put your chance per minute at 1.2374% (ie 0.538 times 2.3%).
 * 3) It finally takes the minutes survived and multiply by the chance. The example would be 1.2374% times 3.5 minutes = 4.33%. This final percent is added to your existing percent and then the Mole does his roll. Note that the minutes survived here is not capped by 6.5.

To determine the rarity of a customization, a random roll from 0 to 100 is performed. The following results will produce a customization of the respective rarity.

The item chosen can be from any customization category. If the player already owns the randomly selected cosmetic, the roll will be made a second time on the same rarity to potentially avoid giving the player a duplicate item.

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