Mob equipment drops are much too common
Zombies and Skeletons seem to drop their equipment more on the Bedrock Edition than the Java Edition. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, equipment seems to drop more than Java Edition’s equipment drop chances.
- Unresolved
BeeTeeKay64- 27
- 10
- Confirmed
- 398160
- Multiple
- armor equipment loot loot-table skeleton weapon zombie
1.19.50.21 Preview - 1.21.21 Hotfix
1.19.50.21 Preview 1.19.30.22 Preview 1.19.20.20 Preview 1.19.10.20 Preview 1.18.0.22 Beta 1.17.20.21 Beta 1.17.10 1.16.220 1.16.210.53 Beta 1.14.60 Hotfix 1.16.20 1.16.40 Hotfix 1.16.201 Hotfix 1.16.210 1.17.2 Hotfix 1.17.30 1.17.32 1.17.40 1.18.0 1.18.30.21 Preview 1.18.31 1.19.2 Hotfix 1.19.10 1.19.20 1.19.31 Hotfix 1.19.73 1.20.40.22 Preview 1.20.30 1.20.81 Hotfix 1.21.30.22 Preview 1.21.30.21 Preview 1.21.2 Hotfix 1.21.30.23 Preview 1.21.21 Hotfix- 1.21.0.26 Preview
Created Issue:
Rare mob drops and other rare occasions seem to be more common than Java Edition
Finding a rare thing in the game gives a big sense of accomplishment. However, one problem I have noticed is how most things that are rare in Java Edition are seemingly common in the Bedrock Edition.
For one example, Zombies and Skeletons seem to drop their armor very commonly. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Another example includes abandoned/zombie villages. I find one near spawn on almost every other world I go on. Not only that, but villages in general are very likely to generate near spawn, making early game a lot easier.
One last example is fishing. Fishing is broken and I usually get a treasure item every 10 or so fish. One time I went fishing on another friend’s world and got an enchantment book first try (which could have just been a lucky occasion)!
Actually, another last example, for sure, is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items and rare generation options seem and feel like they are more common than Java Edition.
Finding
a rare thingin the game gives a big sense of accomplishment. However, one problem I have noticed is how most things that are rare in Java Editionare seeminglycommon in the Bedrock Edition.For
oneexample, Zombies and Skeletonsseemto drop their armorvery commonly. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!Another example includes abandoned/zombie villages. I find one near spawn on almost every other world I go on. Not only that, but villages in general are very likely to generate near spawn, making early game a lot easier.
One last example is fishing. Fishing is broken and I usually get a treasure item every 10 or so fish. One time I went fishing on another friend’s world and got an enchantment book first try (which could have just been a lucky occasion)!
Actually, another last example
, for sure,is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.In general, rare loot table items and rare generation options seem and feel like they are more common than Java Edition.
Finding something rare in the game gives a big sense of accomplishment. However, one problem I have noticed is how most things that are rare in Java Edition seem to be common in the Bedrock Edition.
For example, Zombies and Skeletons are more likely to drop their armor. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Another example includes abandoned/zombie villages. I find one near spawn on almost every other world I go on. Not only that, but villages in general are very likely to generate near spawn, making early game a lot easier.
One last example is fishing. Fishing is broken and I usually get a treasure item every 10 or so fish. One time I went fishing on another friend’s world and got an enchantment book first try (which could have just been a lucky occasion)!
Actually, another last example is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items and rare generation options seem and feel like they are more common than the Java Edition’s rare occurrence chances.
Finding something rare in the game gives a big sense of accomplishment. However, one problem I have noticed is how mo
st things that are rare in Java Editionseem to be common inthe Bedrock Edition.For example, Zombies and Skeletons are more likely to drop their armor. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Another example includes abandoned/zombie villages. I find one near spawn on almost every other world I go on. Not only that, but villages in general are very likely to generate near spawn, making early game a lot easier.
One last example is fishing. Fishing is broken and I usually get a treasure item every 10 or so fish. One time I went fishing on another friend’s world and got an enchantment book first try (which could have just been a lucky occasion)!Actually, another last example is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items and rare generation options seem and feel like they are more common than the Java Edition’s rare occurrence chances.
Finding something rare in the game gives a big sense of accomplishment. However, one problem I have noticed is how mob drops could be rarer in Java Edition compared to the Bedrock Edition.
For example, Zombies and Skeletons are more likely to drop their armor. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items seem and feel like they are more common than the Java Edition’s rare occurrence chances.
Rare mob dropsand other rare occasionsseem to be more common than Java Edition
Finding something rarein thegame gives a big sense of accomplishment. However, one problem I have noticed is how mob drops could be rarer in Java Edition compared to the Bedrock Edition.
For example, Zombies and Skeletons are more likely to drop their armor. Every time I kill a zombie orskeleton witharmor, at least one oftheir armorpieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into werefilled to the brim with armor pieces!Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items seem and feel like they are more common than the Java Edition’s rare occurrence chances.
Zombies and Skeletons seem to drop their equipment more on the Bedrock Edition than the Java Edition. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, rare loot table items seem and feel like they are more common than the Java Edition’s rare occurrence chances.
Zombies and Skeletons seem to drop their equipment more on the Bedrock Edition than the Java Edition. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general,
rare loot table items seem and feel like they are more common than theJava Edition’srare occurrencechances.Zombies and Skeletons seem to drop their equipment more on the Bedrock Edition than the Java Edition. Every time I kill a zombie or skeleton with armor, at least one of their armor pieces drop almost every time. My friend set up a mob grinder for a zombie spawner we found and the chests they dropped their loot into were filled to the brim with armor pieces!
Below is an experiment I conducted. Attached are 6 images. 3 are large chests filled with 20 skeletons worth of loot, and the other 3 are large chests with 10 full leather armor skeletons worth of loot. Noticeably, the chests with 20 dead skeletons have a significant amount of bows dropped, and the 10 dead full leather skeletons have a significant amount of armor dropped.
In general, equipment seems to drop more than Java Edition’s equipment drop chances.
Rare mobdrops seem to be more common than Java EditionMob equipment drops seem to be more common than Java Edition
relates to
Mob equipment dropsseem to bemore common than Java EditionMob equipment drops are much more common than in Java Edition
Mob equipment drops are muchmorecommonthan in Java EditionMob equipment drops are much too common
Zombie piglins are dropping their swords way too often now as of 1.16.100
is duplicated by
is duplicated by
The clarification provided in the description note by [MCPE Mod] Auldrick only applies to common drops.
For rare drops, such as gold ingots from drowned or zombified piglins, looting should increase the chance of a drop, but not the number of items. So for example
- Drowned drop gold ingots at a rate of 11% + 2% per looting level.
- Zombified piglins drop gold ingots at a rate of 2.5% + 1% per looting level.
- Wither skeletons drop skulls at 2.5% + 2% per looting level.
You can read the numbers for common and rare drops in the entity .json files in the vanilla behavior pack loot_tables folder.
For equipment drops the expected rate is 8.5% according to the wiki as well as MCPE-13966. Like with rare drops, looting should increase the chance of a drop. However, from my testing the base drop rate seems to be about 25% and looting has different effects on different mobs. Even though there are entity gear/equipment loot table .json files, for some equips they only show the enchantment chance, not the rates. I've confirmed MCPE-80504 regarding equipment drops being too high
When the fix for this bug releases, you may find that you get far more equipment drops than you expect. That issue is tracked at MCPE-80504. You may wish to leave a vote.
MCPE-44408 was fixed, so this is intended.
If you are concerned about too many of such drops they are tracking it at MCPE-80504
Reopening and updating to "community consensus" based on recent comments.
Please note, however, that the issue reported here is reasonably consistent respawning at witch huts, not perfectly consistent or maximum respawn rates at every hut in every world. I resolved this report after 1.16.0 because I thought the despawning changes provided for reasonably consistent respawning. Prior to 1.16.0 it was often necessary to spend hours lighting up caves to get a single witch to respawn. The situation now is not like that.
That said, the following behaviors described by Steve Mellross above may be considered unintended bugs:
- Persistent monsters can still build up over time in areas the player has never visited, especially hidden caves, and fill the population cap for witch respawns. (MCPE-125111)
- The cave monster population cap for the witch hut chunk can be filled by mobs in chunks that do not affect each others' caps, with the result that the cap limiting witch spawns can be exceed by up to 4x over time.
I think the first of these deserves its own report, and when I have time I will follow up link it back here.
There are other bugs that make the situation worse, too. Consider the following infinite loop, which involves both of the above issues and more:
- zombie spawns with armor on the surface
- zombie wanders into a pool and drowns, dropping its armor
- converted drowned now occupies the cave cap (MCPE-61721)
- converted drowned immediately picks up the armor, becoming persistent
- repeat step 1
Prior to 1.16.0 the loop above was triggered by zombies targeting players or other mobs, rather than by picking up items. That was the underlying cause of MCPE-34032. So we have the same issue now, it's just much slower, because most zombies do not wear armor and cannot pick up items.
Also consider Steve Mellross' mention of zombies/skeletons picking up equipment that was dropped by others and not picked up by the player. This is a much bigger problem than it should be because of MCPE-80504.
All that being said, I expect the issues with surface water and random spawning and despawning in the area affecting with respawn rates, as mentioned in comments above, might be considered as a reasonable variations in behavior between different huts in different worlds. Mojang may well consider them intended behavior or not worth trying to fix.
Bottom slabs on the surface of the chunk, though, limit respawns for the same reason as 2-deep water: they cancel spawn attempts without giving them a chance to fail. Failed spawn attempts trigger structure spawn attempts in the same chunk, but cancelled spawn attempts do not. That is arguably an unreasonably obscure mechanic, because most players would not expect slabbing/flooding vs. lighting the surface of a chunk to make a difference.
In sum, there are a lot of underlying issues here, and while Mojang could choose to do something with the structure spawning mechanics (like change the +1 effective cap) or witch spawn rules (like separating them from the monster cap, as was done with pillagers), I am not sure they will agree that a witch hut-specific bug needs to be fixed. But I will leave it for them to address.
I cannot reproduce this. Tested with zombified piglins, who have a 100% chance of spawning with a golden sword and a 25% chance of the sword being enchanted. I killed 100 zombified piglins and got 32 swords total, 9 of them enchanted. That is near enough the 25% expected rate of total sword drops (expected based on larger samples tested for MCPE-80504) and the 25% expected rate of dropped swords being enchanted, to be explained by random variation.
Thank you for your report!
We're tracking this issue in MCPE-80504, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-80504, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.






Thank you for your report. We can only track one issue per ticket, and you are reporting several. I’d suggest you search for reports on each of these issues. If you want to pursue them and there isn’t a report, we’ll need some numbers to go on so that we know what we’re trying to reproduce. The tests you did of skeleton drops are great, but I have no idea how that compares to Java Edition.
From the screenshots, it looks like the bow drop rate is about 30-40% (37/90), and the armor drop rate is about 25% per piece.
Oh my, my apologies on that. I will try to gather evidence to see if the skeleton drops are different on Java. As for the structures, I’ll remove that and maybe submit another ticket/check for other tickets.
I can't find the proper drop rates for mob equipment on Bedrock, but I do know that on Java Edition all kinds of mob equipment have an 8.5% chance of dropping.
Here are my bow drops results from killing 100 skeletons with a mele trident, and with a looting III sword:
= 27%
= 27.4%
There are two problems here:
MCPE-13966before they added equipment drops to the game, and that issue was supposed to be fixed. The issue of no bow drops at all has apparently reverted twice, as it was reported again in 1.2.0.9 and fixed in 1.2.0.22 (MCPE-24591), and reported again in 1.12 and fixed in 1.13.0.5 (MCPE-48891). It's impossible to tell from these reports when the ~25% rate was put in.MCPE-48891suggests that looting increases the rate by 1% per level. That's hardly noticeable with a 25% base rate.I tested this and can confirm. The base is WAY TO HIGH making tridents and bows and extremely easy grab from drowned and skeletons. Plus armor from mobs is way to easy to get. Making rare weapons like tridents really easy to get. I only killed 4 drowned and got a trident.
Trident drops from killing drowned, 100/trial. The % stated is based on assuming that of the 1000 drowned, 15% or 150 were holding tridents.
= 24%
= 39%
The data here show that the drop rate for tridents is ~25% base + 5%/looting level.
Update: I have conducted similar tests of gold sword drops from zombified piglins and found that their drop rate is also ~25% + 5%/looting level. So it seems that the default equipment drop rate for Bedrock is at least 3x Java's 8.5% + 1%/looting level.
Apologies in advance to anyone who's feathers I ruffle with my comment preface but here we seem to have another example of 'nerf Bedrock' because some things seem to be different than Java Edition. Please consider that the two versions are fundamentally different and have different balance issues. I think that I now have to preface a lot of my comments in this way since drowned features were pre-nether update.
I can only comment on Bedrock as, like many millions of others, I've never owned or played Java Edition and would prefer bugs to be fixed rather than allowing changes to be introduced through the 'bug' door.
Ok, now on to the meat of the comment.
While I recognise the fact that there does seem to be an issue with the looting effect, the issue of heavy drops is recognised on Bedrock Edition as a useful fact of life.
I think the original armour drops complaint is a 'works as intended' since true bedrock players would know what to do with the armour drops.
Is it possible that the above tests could be run over a longer period (min 10, 000 actual drowned) to see what the long rate is? I'm thinking that the drops might be loaded to give a few early drops and then even out in the long term (per run) to cater for players that do not want to have to build elaborate farms just to get a few tridents.
From what I'm seeing in the preceding comments, the moment that you can farm efficiently, you can literally provide for a whole community and from a server or realm point of view, it removes the need for duplicate farms, thereby reducing the number of lag machines as a by-product in efficient communities.
By efficient communities, I mean those communities that have efficient economies. An efficient economy (imho) is one wherein player production is diverse enough for each member or team to produce what the others need.
noob#1's comment above raises the question of gameplay impact of the reported issue. The point about Bedrock mechanics not being bugs just because they differ from Java is valid. However, that is not the basis on which I confirmed this report. To avoid confusion I am removing the reference to Java form the summary.
I confirmed the report because in my experience the very high drop rate for equipment negatively impacts gameplay in 2 ways:
Let me expand on (2). Dealing with equipment drops is a tedious and often frustrating task. Equipment fills inventories quickly because it does not stack. This means you have to dispose of things frequently. Equipment also cannot be sorted for the same reason, so the player has to manually go through inventories if s/he wants some of it. And while some of it is useful, the uses are diverse, which means different things have to be put in different places if you want it. In the end, lots just gets thrown out. But having so many things to throw out is a further burden because the items are likely to get picked back up again, so you have to repeat several times. When fighting a raid, for example, I want to make sure I pick up the emeralds, totems, and enchanted books that drop. In order to do so I need to repeatedly empty my inventory of useless crossbows and saddles, (in addition to the iron tools, which I know are not technically equipment drops). It's hard to say whether it's worthwhile to place a chest to put things into in between the raid waves so I don't keep picking up the same junk when I want to keep inventory space open for the valuable things--hard to say if spending concentrated time frantically rummaging the chest between waves is better than spending blips of time opening my inventory to ctrl+Q items throughout the battle.
I can confirm what each and every one of you have said.
I have a zombie and skeleton grinder of my own, and even without looting 3, I seemed to have picked up way too many bows and armor than before. This only happened after the Nether update.
Affects v1.16.201.
@Benny K.: You can update the Affected Version/s field yourself on your own tickets. There is no need to comment.
Affects 1.17.20.21.
Confirmed in 1.17.2 Hotfix
This can easily be proved by killing a drowned with trident. by killing 10 drowneds with trident, around 3-7+ will drop it (in my experiences). this makes the goal of getting a trident as a "rare drop" negatively easy. It is actually so easy to get tridents/bows/crossbows/armor in Bedrock Edition.
Affects 1.18.12
I play 1.18.32 (that's the most recent version right?) on Nintendo Switch. My friends and I have made jokes about having the looting enchantment on our fists, because we are killing skeletons and getting bows VERY often. I got three bows in a row from killing skeletons with an un-enchanted trident. Getting weapons from zombies and drowneds seem to have normal drop rates (they SEEM to be normal, but they aren't found with weapons that often, so it could be that I simply haven't killed enough to notice), but armor from zombies or skeletons seems to drop about 50% of the time. Piglins and Zombified Piglins also drop weapons and armor very often too now that I'm thinking about it...
Affects 1.19.2
The change to equipment drops in 1.21.0.26 Preview only applies to the drop rate buffs from the looting enchantment and from enchanted equipment, so it is a partial fix to this issue and not a full fix. The base equipment drop rate is still about 20-25%.