{
 "note": "Every stackable drop rolls a RANDOM quantity (owner, round 7, amends ADR-017): an integer drawn uniformly from min..max when the drop succeeds. Elites multiply the rolled value by 3 (existing rule), the active ruleset's dropQuantity multiplier applies after the roll (alpha ×10), rarity and affix odds are never touched. Equipment is not stackable: it drops as single items (its randomness is the chance, affixes and rarity). All ranges are proposed; the economy simulation (M8) tunes them.",
 "proposed": true,
 "rolls": "uniform integer in [min, max], rolled per successful drop, server side",
 "classes": [
  { "id": "material", "label": "Monster materials", "normal": [1, 5], "elite": "rolled × 3", "boss": [3, 8], "bossTrophy": [1, 3] },
  { "id": "shard", "label": "Orb shards", "normal": [1, 3], "elite": "rolled × 3", "boss": [2, 5] },
  { "id": "orb_common", "label": "Complete orbs — common (Tempering Cinder, Awakening Seed, Inscription Pearl, Threefold Iris)", "normal": [1, 2], "elite": "rolled × 3", "boss": [1, 3] },
  { "id": "orb_higher", "label": "Complete orbs — uncommon and rarer", "normal": [1, 1], "elite": "rolled × 3", "boss": [1, 2] },
  { "id": "consumable", "label": "Potions, scrolls, food", "normal": [1, 3], "elite": "rolled × 3", "boss": [2, 5] },
  { "id": "gold", "label": "Gold piles", "normal": "level baseline × 0.6 – 1.4", "elite": "rolled × 3", "boss": "level baseline × 3 – 6" },
  { "id": "equipment", "label": "Equipment", "normal": [1, 1], "elite": "1 (more chances, not bigger stacks)", "boss": "1–2 separate items", "note": "not stackable; never multiplied by dropQuantity" }
 ],
 "appliesAfter": ["ruleset dropQuantity multiplier (alpha ×10)", "stack limit (orbs and materials 999, consumables 200)"],
 "examples": [
  "Live: a Dewhorn Hare drops Dew-soft Pelt on 35% of kills, then 1–5 pelts (average 3).",
  "Alpha (×10 chance, ×10 quantity): chance 100% (capped), 10–50 pelts per kill.",
  "A Duneplate Beetle elite: the same roll × 3, i.e. 3–15 on a normal-phase drop."
 ]
}
