So, I've seen a lot of complains about RNG and chances of Drop, and even suspecting ZoS for messing up the drop chances so they can control what the players are getting, like the peoplçe complaining that got 7 of a single equip in a row, whille the odds of the happening is statisticly almost impossible
I will oppose that idea and try to explain why thats is actually possible, an not that unlikely to happen
Before we start I'd like to address that english is not my native language, so forgive-me for any mistakes and feel free to correct anything that I write here alright? this is an informative topic, and I'd like to get my ideas as clear as possible for everyone.
I'm also a physicist with a masters degree on particle physics, so I studied a lot of quantum mechanics. Therefore, although I don't have much more than the basic knowledge of programing, I understand a quite a bit of statistics and how that works.
So starting the topic, the first thing that I'd like to address is something that may shock some of you, but it's true:
"there's absolutely nothing trully random at the universe!"
Note convinced? think thats an absurd? let-me explain it with a simple example:
Think about the most basic random thing that you know:
A coin. Throw it on the air as many times you want and you can get "random" results of heads or tails with 50% chance for each correct?
But... what if i could control
all, the initial conditions of the problem? If i could control the face that starts upwards, the force that is applied to the coin, the distance that the forçe is applied in relation to the center of mass of the coin. it's diameter etc.
If you could do that you actually could manipulate the results to give the face you want upwards (Lets say for example: tails) 100% of the time! thats awesome!
Lets think another example: a D6 Dice. You have six faces each one with 1/6 of chance of ending up upwards correct? but, again if you could control all the variables relevant to the problem in the initial state of the dice, You could control the results with a 100% of accuracy
So, why we don't do that? Well, it's simple, not only some of this variables are incredibly dificult to control requiring a extremelly delicate apparatus do do that (like in the coin example), but in most of the cases, that's so many variables involved on the problem that is virtually impossible to control (like in the dice example)
That's why e analyse these problems using statitics!
any problem thats is studied using probability is done so because the number of variables is so great thet is inpossible to control the system as a whole.
Even in quantum mechanics, the reason why we study it using a probability model is because we are dealing with things so small and so delicate that the very action of measuring it causes changes in the system, thats why it's impossible to analyse it with a more objective and precise model!
So,
"you're tripping? why the Hell did you make all that dissertation talking about real life fenomena? what this thing has to do with a game?"
let-me answer that question, with another question:
"If in real life, in the very nature, there isn't a single event that's trully random, why do you think a program is trully random?"}
It Isn't!Here I leave my field of expertize, and will start to make some assumptions based on basic programming knowledge, anyone who wants to add somenthing or correct something that i say, feel free do do it!
On programming, to make something random, what you really do is create a pseudo-random variable. Something like, that time on the clock on the moment, the number of transistors charged in your processor, the number of seconds that you are online, basically anything that you can't control, and throw that value into an equation. the equaton will give a number between a limited set of results. and each value correspond to a diferent event on the algorythm.

Too dificult? Let-me think of the simplest possible example
lets supose that a certain monster has 50-50 chance to drop between a dagger or a staff
When you kill him, a pseudo-random number is chosen, and dropped to the equation.
This equation is made so all the possible results value that it can give are between 1 - 100
If the result is between 1 - 50, The monster will drop the dagger
If the result is beteween 51 - 100, the monster will drop the staff
That's basicaly, a simplified model of how the game can choose to give you a certain loot. Of course this is just a simplified model, and in thruth the generation of probability can be much more complex than that. The thing is, the core idea remains the same.
And that little thing is where the devils hide, because that equation can involve not only one pseudo-random variable, but as many as the programmer wants it to take. The more variables it uses, the more dificult is to control the outcome of the equation, the more "random" the event is.
That's why certain tricks that people do to control RNG - like reloading your map, reload the stations etc, may actually work! because if the variables are set, for example, the moment you enter the region, reloading your map may give you better numbers with better chances to get the item!
An thats why you can get several of the same item in a row, sorry, but you just got stuck in a single lucky (or unlucky) number.
And also, thats a way for the game developers actually control an item droppage
You can simply set the current numer of the same item on the server as a variable on the equation, on a way that the more of the same item aready exist in the game, the lower the chance of getting it. (gatchas do That A LOT)
So that's it folks, I hope i have been informative, and this topic will prevent certain complains in the future
Anyone that know more about programming feel free to add to the discussion, an even correct-me if i'm wrong.
Thank you.