Rep/Mob speciality affects it (Only bonuses of the killer apply), but * [*, where "and"] the effect scales logarithmically. It also doesn't affect the frequency of drops directly like Luck, so it's hard to put an exact number on it (although Luck increases drops like rep does, to a lesser extent, which means it's actually more than it says it does).
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Rep/Mob specialty affects it (Only bonuses of the killer apply), but * [*, where "and"] the effect scales logarithmically. It also doesn't affect the frequency of drops directly like Luck, so it's hard to put an exact number on it (although Luck increases drops like rep does, to a lesser extent, which means it's actually more than it says it does).
The player with the last hit determines the drop (and quality if non rare) and then the drop system picks a player to receive it.
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The drop system picks the winning party or single player based on damage dealt. If it's a party it rolls equally to players in the same screen. In some cases the drop may goto a dead or "recalled" player due to the fact they did the most damage before they left.