So apparently Piñata has always worked like that, the bit about increasing its chance per kill is just clarifying it. This is a common practice that game devs use when dealing with RNG type effects. Every time the player “fails” to get a proc, they silently increase the chance for it to happen. Its not the most 1-1 comparison but in Slay the Spire, every time you’re offered a card that isn’t a “rare” (the highest rarity card type), in the background your chance to get a rare card in the next drop is increased.
Because technically if it truly was 15%, you could have scenarios where you throw 100 pipe bombs and dont get a single reuse chance, or kill 100 ridden with moltovs and you don’t drop a single accessory. These scenarios wouldn’t be as rare as you’d think and it’d feel terrible for it to happen, so they kinda game RNG effects to make them more consistent and more fun.
Think of it like the new card AI assistant module, where the reuse chance percentag...