To be honest, I can see both sides of the argument. When I started Alora, I went 172 raids dry on Iron Alan (super donor). Never even got a prayer scroll.
I joined team after team, learned the mechanics, and planked far less than my teammates, but still... never lucky.
Meanwhile on Real Alan, I've gotten 2 twisted bows in 518 kc, but don't jump to any conclusions yet... let me break it down for you first.
Just like on iron, I also started off dry as fuck. I went my first 140 kc on Real Alan completely dry (with reg/super donor).
Meanwhile, my higher ranked teammates like Realism mode and R M got multiple bows within a weeks time.
Luckily for me, one of my teammates helped me to uber. With the extra rolls, drops started to roll in regularly.
I switched from group raids to solos (and occasionally duos). I used boosters and raided on 1.2x cox bonus as much as I could.
Both twisted bows of mine were on bonus with booster. One from solo (before rework) and one from duo (after rework).
For a detailed loot break down, check out topic 69340
So... what's my point? The Cox drop rate is 100% RNG, but it's absolutely not as simple as 1/x.
You need to factor in team members, donor rank, rolls, drop boosters, raid boosters/points, and cox bonus.
My honest feedback is.. If you want players to be willing to invest their time into raids, the payout needs to be clear. Telling them it's just RNG is not enough.
There should be a clear breakdown of drop rates. For that reason, I agree with @dau ztas
The current system discourages a lot of players from raiding and enjoying Alora to its fullest, especially low/non donors doing group raids.
Yes, it does bring in revenue for the server through rank upgrades, but at what cost?
Currently, if you're a normie just trying out the server, you're better off camping at revenants for gp to buy a prayer scroll than actually doing raids yourself.
The time investment of cox versus payout is just absolutely terrible.