I will start by saying I dislike the personal loot idea with Diablo 2. There are many reasons, but mainly I think it will greatly encourage more leeching while removing incentives to rushing, a major component to D2. However, saying that, I understand especially with consoles it may be necessary for personal loot due to harder targeting(if that is not somehow greatly improved).
Alright down to the idea(I’ve posted in D2R general but would like to see how others think of this idea).
Have drop chance tied to area/act Level.
Example Act 1 Hell (Level 67 area):
Drop Chance Modifier ( Only counts for people within personal loot and the kill)
Same Level as area | 100%
1 level lower | 100%
2 levels lower |100%
3 levels lower |100%
4 levels lower |100%
5 levels lower |90%
6 levels lower |80%
7 levels lower |70%
8 levels lower |50%
9 levels lower |25%
10 levels lower |5%
11 levels or lower |0%
We go rushing/farm/looting. Me 62, and my buddies 71, 80, 57, 55.
If we all stay together somehow so we can see this math easier, and we find 500 items, the split would look like this.
80 - 100% of his personal drops
71 - 100% of his personal drops
62 - 90% of his personal drops
57 - 5% of his personal drops
55 - 0% of his personal drops
They still get whatever XP there is, which depending on their level is bad or decent, but now those decreased drops for leechers, are given to the more useful or worthy to even be in this act players.
80 gets 100 + (10/2) + (95/2) + (100/2) = 202.5 or 40% chance of the drops
71 gets 100 + (10/2) + (95/2) + (100/2) = 202.5 or 40% chance of the drops
62 gets 90 or 18% chance of the drops
57 gets 5 or 1% chance of the drops
55 gets ZERO or 0% chance of the drops
Those two clearly deserve more, at best 62 can do a little damage, so he has almost no penalty, but 57 and 55 are in no way helping, they are getting an XP boost and WP gain, they deserve no loot for their work, or lack thereof. If 62 gets to 63 then he hits 100% personal loot and will now split with the other two strong guys.
So it becomes:
80 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
71 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
63 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
57 gets 5 or 1% chance of the drops
55 gets ZERO or 0% chance of the drops
[If the area is higher than all players]
The only trick would be situation like level 67 area with 63, 61, 59, 55.
There you can do variable % as you clearly are with friends.
Make 63 be the new 67 and work your way back
400 items found
63 gets 100 + (50/3) = 117 or 29% chance of drops
61 gets 100 + (50/3) = 117 or 29% chance of drops
59 gets 100 + (50/3) = 117 or 29% chance of drops
55 is now (63-55) 8 levels lower than highest. - gets 50 or 13% chance of drops
This stops low level item theft, due to them unable to actually kill in that area, and allows rushing to still be in the rushers advantage. If someone high level arrives in your game, you can invite and take the hit over his help or not.
A quick second example. Act 5 Hell Level 85
Players 92,88,87,85,80,77
600 items to keep math easier
92 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
88 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
87 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
85 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
80 gets 90 or 15% chance of the drops
77 gets 50 or 8% chance of the drops
Again I dislike personal but if absolutely needed, I would prefer this over a constant 1/8 (12.5% drop chance) if in a full group of anyone regardless of level. This can apply to everything besides potions/scrolls those types of items.
Alright last example:
Act 5 Level 85 area, full team, 97,92,91,88,87,85,83,81
97 gets 100 or 12.5% chance of the drops
92 gets 100 or 12.5% chance of the drops
91 gets 100 or 12.5% chance of the drops
88 gets 100 or 12.5% chance of the drops
87 gets 100 or 12.5% chance of the drops
85 gets 100 or 12.5% chance of the drops
83 gets 100 or 12.5% chance of the drops
81 gets 100 or 12.5% chance of the drops