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===Item drop chance===
===Item drop chance===
In all games, the chance of a character with a held item dropping it when hit by an attack depends on the damage dealt by said attack. In ''Smash 64'' and ''Melee'', the formula is <code>base damage / 60</code>, so for example, an attack that deals 6% damage has a 10% chance of causing the target to drop their held item, while {{SSBM|Roy}}'s fully charged [[Flare Blade]] in ''Melee'' (which deals 50% damage) has a 83.333% chance of doing so.
In all games, the chance of a character with a held item dropping it when hit by an attack depends on the damage dealt by said attack. In ''Smash 64'' and ''Melee'', the formula is <code>base damage / 60</code>, so for example, an attack that deals 6% damage has a 10% chance of causing the target to drop their held item, while {{SSBM|Roy}}'s fully charged [[Flare Blade]] in ''Melee'' (which deals 50% damage) has a 83.333% chance of doing so.
 
In ''Brawl'', ''Smash 4'', and ''Ultimate'', this probability was decreased; normal items use the formula <code>base damage / 70</code>, with the base damage rounded up. In addition, a few items use non-standard formulas for their drop chance:
In ''Brawl'', ''Smash 4'', and ''Ultimate'', this probability was decreased; normal items use the formula <code>base damage / 70</code>, with the base damage rounded up. In addition, a few items use non-standard formulas for their drop chance:
*The chance of a character dropping a [[Smash Ball]] is <code>(base damage * 2 + handicap) / 100</code>, with the base damage rounded down. '''handicap''' changes depending on the user's stock difference relative to the target (or score in a time battle), being equal to 30 if the user has a stock deficit, -30 if they have a stock lead, and 0 if they are equal in stocks with the target. As a result, players at a disadvantage have a better chance to steal [[Final Smash]]es from opponents, while being less prone to dropping their own.
*The chance of a character dropping a [[Smash Ball]] is <code>(base damage * 2 + handicap) / 100</code>, with the base damage rounded down. '''handicap''' changes depending on the user's stock difference relative to the target (or score in a time battle), being equal to 30 if the user has a stock deficit, -30 if they have a stock lead, and 0 if they are equal in stocks with the target. As a result, players at a disadvantage have a better chance to steal [[Final Smash]]es from opponents, while being less prone to dropping their own.  
*The chance of a character dropping a [[Dragoon]] or [[Daybreak]] part is <code>(base damage * 2 + handicap) / 100</code> in ''Brawl'', and <code>(base damage + handicap) / 100</code> in ''Smash 4'' and ''Ultimate'', with the base damage rounded down. '''handicap''' works the same way as in the Smash Ball formula, but with a value of 15 instead of 30.
*The chance of a character dropping a [[Dragoon]] or [[Daybreak]] part is <code>(base damage * 2 + handicap) / 100</code> in ''Brawl'', and <code>(base damage + handicap) / 100</code> in ''Smash 4'' and ''Ultimate'', with the base damage rounded down. '''handicap''' works the same way as in the Smash Ball formula, but with a value of 15 instead of 30.
*In ''Smash 4'' and ''Ultimate'', shooting items (such as the [[Ray Gun]] and [[Super Scope]]) that have run out of ammo have a nearly guaranteed drop chance, using the formula <code>base damage / 2</code>, in addition to always disappearing upon touching the ground if dropped. This causes them to be removed from play more easily after they have been used up.
*In ''Smash 4'' and ''Ultimate'', shooting items (such as the [[Ray Gun]] and [[Super Scope]]) that have run out of ammo have a nearly guaranteed drop chance, using the formula <code>base damage / 2</code>, in addition to always disappearing upon touching the ground if dropped. This causes them to be removed from play more easily after they have been used up.

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