There are several key concepts that not only form the basis of WoW gameplay, but whose influence extends beyond pure game mechanics, concerning relationships between people, personal success, game strategy, and overall enjoyment of the game. In the ideology of the game this concept takes on a very significant importance. Like everything in this digital world, it has an integer dimension that varies from situation to situation. I'm talking about the probability of dropping an item, or as it's more commonly known in the gaming environment -the "drop chance".
As already mentioned - collecting is a very significant part of psychological attitudes of playing and often the desire to possess the object exceeds adequate limits, pushing people to ninjaluting, breaking relationships, collapsing guilds. You can cite a list of dozens of items that have caused these virtual crimes, manic behavior expressed in countless runs to instances, spending tens of thousands of gold to acquire these items. And all why? Because somewhere in the code Blizzard programmers prescribed a couple of figures, regulating the random number generator. It seems to be no big deal, but what are the consequences...
The lower the chance of dropping an item, the more valuable it is, the more social status it conveys, and the greater the sense of accomplishment that accompanies its possession. It's essentially roulette and there's always an element of uncertainty. No matter how well you play it doesn't guarantee you'll end up with nothing. And that also adds to the excitement, the spice. Not only the boss's kill, but the moment when the list of the dropped items appears on the screen gives a lot of thrill. Which, though, gets weaker with each new failure, causing irritation and can eventually lead to a bummer. "It didn't fall out again...". And yet, someone can test fate again and again. The old content still breathes, not because there's a rich lore or interesting bosses, but because there are still items that rarely drop.
We all probably have our own attitudes towards that notion and our chances. As well as our desire to have this or that item. I consider myself a fairly lucky player. Take the same horse from Baron that fell out on the third boss keel. It was a spontaneous farm run and I didn't just decide to test my luck. Personally, I don't chase items like Phoenix. The effort expended is not worth what that item can give me.
It's even easier with outfit items. First, you can always find a replacement for this or that item. Here, in my opinion, the efficiency/cost ratio is important. Let's assume that Scorpion from Soul Eater is worse than Runic Stone, but the time you can spend for knocking out the latter is much bigger than the time you'll spend for knocking out the former. Be aware of this, and don't go with your emotions. Second, if it's already knocked out, but didn't get it after the roll, it's easier to buy. For the trident with Onyxia, I gave the gold, but I go to him for the third month, so I do not think the money is lost, especially because the gold falls from mobs with 100% probability, and if there is still brains, sooner or later you will earn. And for the trident can go long and hard. Third, if you're not lucky, you have no luck, and you have to limit the number of attempts that you spend. I tried to go to the Ice Halls almost every day, but I still haven't seen the Rubbed Handle. Yesterday was probably the last trip to the Pit to get it. It's easier to earn it, especially since the amount isn't exorbitant.