I see this statement in so many threads that the people saying it are starting to sound like bleeting sheep.
The statement is true (for the most part). Yes, there are glitches to a poorly implemented RNG that causes computers to not generate a true random. You'll see things such as duplicate items dropping, but the occurrences are so rare that it is still considered random.
However, what most people that use this RNG=RNG argument for everything from loot drops to mob affixes fail to realize is that there are more factors involved than just an RNG. Every hardcoded limitation reduces the effectiveness of "random" If a mob has a specific loot table, then it is no longer completely random, is it? You can randomize from a loot table, but you have a 0% chance of getting something that is not in the loot table.
I'm putting this out there to try to educate some people and I don't want to start an argument.
I would just like to ask everyone 1 question....
If loot is completely, 100%, random, then how is the following line from the patch notes possible?
"Drop rate on quivers has been reduced"