Loot tables
LootCharacterDrop and DropTable have distinct RNG semantics. At effective chance <=.3, CharacterDrop uses a static prefab-name counter unless NoPseudoDrops; this is not independent Bernoulli loot. CharacterDrop unscaled int Range uses amountMax as supplied; DropTable draw count uses dropMax+1 and weighted selection/oneOfEach. Resource scaling can change integer RNG to float RNG then round and clamp; exclusions and max stacks matter.

