Isn't snatch such a fun word to say? Let's find out whether it's actually worthwhile to have and use in this game.

To put this to the test, I've decided to run a regular episode stage and count the drops with and without the use of snatch. This is more ideal than an event run because an event conditions can't be easily repeated and results reviewed anyone wishing to confirm or dispute them. I'm primarily counting normals and rares because they drop in such quantities that differences become more significant. Gold and rainbow drops will be counted as supplementary figures, but I predict differences will be marginal that the results aren't as certain to be replicated by peer review.

For most precise variable control, the same team configuration should be for running the stage x times with and without snatch. Anyone who's interested can do the same thing and provide their own results; all you need is any gunslinger and the willingness to run the same stage repeatedly without snatch, and while using snatch an identical number of times for each run. You'd get the most precise results using a stage that drops more of discrete quantities of items, like a story episode or standard level daily. But the gold and rainbow drops from expert levels would cloud the data by reducing normal and rare drops without adding concrete enough comparison figures.