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  1. Make spoil drop rate and amount diferent from mats, and items... Make spoil like this: Mats: 1x (chance rate) - but 3x (amount) Recipes, items, enchants, keymats: 3x (chance) - but 1x (amount) Thats the best option for spoil rates. I suggest 2 optional spoil mechanics. Option 1: Base Mats: 3x chance / 1x amount.If chance exceeds 100%, balance carries over to amount.Example: Retail chance is 50%, amount is 1x. After 3x modifier, chance is 150%. The exceeding 50% shifts to amount, equaling 150% amount. Key Mats and recipes: 3x chance / 1x amount.These rates are static Option 2: Base Mats: 1x chance / 3x amountThese rates are static Key mats and recipes: 3x chance / 1x amountThese rates are static Summary: Ultimately, the chance and amount rates are trivial. All that matters is the amount of items being spoiled and introduced into the culture per spoil. The goal should be (3 • retail), if exp is 3x. In regards to option 1: I feel caution needs to be excercised, when accelerating chance percentages on base mat spoils. With that said, if we were to have 3x chance on base mats but kept amount 1x unconditionaly static (does not change), spoiling will not be accelerated 3x over retail rates. (a mat with 50% retail chance will only spoil 1x amount per spoil). This would not equate to a 3x "spoil rate". It is imperative that amount percentage be multiplied in cases where chance percentage exceeds 100% - to avoid unproportionate experience:material ratio bottlenecks. Edit: Just to make the spoil be realy 3x rate (equal with exp rate) and not -3x rate. Example, if in retail we get: 100 animal bone from lv 15 to 16 if exp is 3x, we get 30 animal bones... if mats spoil is 1x chance and 3x amount we get same as retail 100 animal bone. got it? In the end of the day spoil is 1x same as retail... not -3x so prices never overflow