Inventory editors are a form of cheating and thus do not count at all.
Unfortunately, the sad truth is that all items have zero value in a game where your inventories are client-sided. They very much so are cheating, but they ultimately exist and must always be considered.
Not really sure what the relevance of this is, since I never made that point.
The relevance of an incredibly rare item's humor value from it dropping is always relevant when the drop rate is 1/10k but it has an obtainable crafting alternative. Kind of like Rod of Discord, but more stupid.
In Pokémon, you have these things called "Shiny Pokémon", you might know about them, they have a 1/4096 chance of appearing every time you encounter a pokemon.
Many people treat these pokemon as collectables, they're called Shiny hunters. And the sheer enjoyment of grinding for them and the value of them comes from the fact that they are extremely rare. If they were more common it wouldn't be a good thing, it destroys the grind and enjoyment when you finally earn that item.
Yeah, and they used to be 1/8192, so that's also a bad example - shiny Pokemon have only been made more and more obtainable as time passes because
allowing people to obtain things they want keeps them engaged in the grind. Here's how shinies evolved in Pokemon!
GSC, FR, LG, RSE - Flat 1/8192 across the board.
GSC shinies were pure collectables due to low stats, and it always spit out a shiny Gyarados anyway just so you knew they existed.
People cracked Emerald's RNG in order to bypass this for competitively viable shinies. Thus, shinies had no value outside of random encounters.
DPPT, BW/2 - The Masuda Method. Breeding Pokemon obtained in different global regions (such as a JP Pokemon with a NA Pokemon) increased the rate of a shiny appearing by adding extra rolls on shininess.
- In DPPT this effectively increased shiny rate to 1/1,638.4
- In BW/2 the rate was 1/1,365.3.
- In XY/SM fter the shiny rate was doubled, the chance of getting a shiny like this is a mere 1/682.7.
XY Friend Safari Pokemon have a 1/819.2 chance to be shiny at base.
Chain fishing in XY was capable of pushing the shiny rate to an utterly staggering 1/100, making it among the easiest games to ever obtain a shiny in.
Lastly, BW/2 introduced the Shiny Charm, which increases the chances of encountering a shiny. It adds another two rolls for shininess, bumping the wild shiny encounter rate to 1/4096 in BW/2 and 1/2048 in XY/SM. This applies to the Masuda Method as well, bringing the XY/SM shiny rate down to 1/512 if you have the shiny charm.
DexNav chaining in XY was capable of producing a shiny rate upwards of 1/241, but that required a very high chain to do.
In conclusion, and moving on to the last part of your post to cap this off...
So if anything, if the slime staff is ONLY treated as a collectable by the vast majority of players, then it only makes sense to make it MORE rare, though that's unnecessary with a 1 in 10k chance already.
Shiny Pokemon are valuable for two reasons:
- As a random encounter, they're funny
- As something you farm for with proper stats via breeding, a vast amount of the RNG on forcing natures/IVs was removed and you're mostly just rolling against a rough 1/700 chance compared to the base 1/8192 that we used to have when it was realized that
people like obtaining shiny Pokemon.
Slime Staff should be a craftable item. If you want to retain its rarity, don't let it be craftable without Luminite or some other absurd ingredients. The simple fact is that if I'm playing some kind of collection run where I collect every weapon that does minion damage, I shouldn't have to have a Slime grinder going while i'm asleep to have a reasonable chance of finishing my collection.