From Super Animal Royale Wiki
Jump to: navigation, search

Drops occur when a player's match ends (through death, team death or match won). Through these drops, the player is awarded XP and DNA Fox.png Animal DNA, with a chance to also receiveSuper serum.png Super Serum, Super Magnets, and/or Customizations.

XP[edit | edit source]

The formula for gaining Experience Points (XP) is as follows: 5 + floor(a * 6) + (2 * b) where a is amount of time in minutes survived (decimal value) and b is the amount of kills.

The player is granted 5 XP for playing a match. XP gained from survival time is calculated per minute the player (or their last remaining teammate) survives, including decimal values. This number is multiplied by 6 and then "floored" (rounded down to the nearest whole number). For example, 5.2 minutes x 6 = 31.2 -> 31 exp. Put simply, this essentially equates to 1 XP per 10 seconds or 6 XP per full minute. This value is then added to the 5 base XP and the XP gained from kills (2 XP per kill) to determine the total.

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

DNA Fox.pngAnimal DNA[edit | edit source]

The amount of DNA dropped after a match is determined by a random number between 1.99 and 3.01. This number is multiplied by the number of minutes the player or the last surviving member of the player's team survived. The final result is rounded to the nearest whole number.

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 5, 10, 15, 20, 25, or 30, the player will receive DNA corresponding to one of the animal types which the respective level unlocks. 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.pngSuper Serum[edit | edit source]

Super Serum has a 40% chance to be dropped after a match. The amount dropped can be anywhere from 0 to ((1.2 * number of minutes survived) + 2).

If the player gets at least one kill during the match, the minimum roll is increased from 0 to 1.

Super Magnets[edit | edit source]

Super Magnets have a chance to be dropped after a match. Each minute survived gives a cumulative 2% chance to receive a magnet after a game.

Customizations[edit | edit source]

Customizations have a 5% chance to drop after a match, multiplied by the number of minutes survived. For players Level 5 and under, this chance is increased to 6.5% per minute survived. The chance for a customization drop caps at 26%. However, if the player levels up, they gain a bonus 15% chance of a drop, bringing the maximum drop chance to 41%. If a player receives a customization by completing a Super Milestone, the random cosmetic drop chance is overridden in favor of the unique cosmetic. Depending on the event, cosmetics given out as part of an event may also negate the random drop chance.

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

Customization Rarity
Roll (from 0-100) Customization Rarity
0-2 Legendary
3-10 Epic
11-30 Rare
31-58 Uncommon
59-100 Common

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 to potentially avoid giving the player a duplicate item.