I’m gonna level with you. One of the very first things I did when I joined Deca and received full access to backend code was looking at the loot system. As a long time player, I had to know if any of my random skepticism was true.
I realize my word doesn’t have any more weight than Kidd’s if that apparently can’t be trusted, but the plain truth is that the loot system is… well, plain. It’s got the basic parameters defined in the XML like probability, threshold, mins and maxes (which tend to skew data like this since there’s no way to determine if the item you got was from a guaranteed roll or a post-guarantee roll, especially with potions), and that’s just about it. No secret mechanisms or modifiers.
Hell, the fundamentals of the loot system haven’t budged since pretty much the inception of non-public drops, so even the majority of pservers based on 2012 code should be using exactly what’s used today in the real game. Any sort of trickery would have long been exposed if any past owners of the game had tried to conceal some facet of it.