Sorry to drop the ball on this, but if the rates are currently only on badges' individual pages, then here's an example of what a new version might look like:
Using fractions instead of internal weights makes more sense without the rest of the drop table as context.
My proposal for new...
Sorry, I've been busy the last week or so and will probably remain as such for the rest of the month, lol.
Each item has a base weight, which could be phrased as just a relative number (e.g. 5 held, 5 drop for a Life Shroom in Hyper Goomba's table above) or a "base chance" out of the total...
How things work in general are that there two sets of "weights" per item type, plus a weight for no item, used for choosing held items and as part of choosing random drops, e.g.:
Hyper Goomba
Nothing - 200 H, 300 D
Life Shroom - 5 H, 5 D
Tasty Tonic - 0 H, 5 D
Ice Storm - 5, 5
Boo's Sheet - 20...
(I'd also be interested in helping clean up any other statistical information in which I might have some expertise for PM64, TTYD, SPM, or some of the M&L games, if anyone has any suggestions for improvements!)
Just noting that some of the Mario Kart Wii kart statistics (notably acceleration thresholds) have been re-labeled more accurately on the Custom Mario Kart wiki; it might be worth updating the data on the MKW page to reflect it:
https://wiki.tockdom.com/wiki/KartParam.bin
Hi all, I've made a handful of contributions directly or indirectly to MarioWiki over the years, and appreciate a lot of the in-depth list articles, bestiary tables, etc. on the site.
I've also been an active member of a few communities that discuss a lot of challenge running and game...