>>55130385Generally, the wisdom is to make an item/party member/monster's difficulty to obtain equal to its power.
But there's a point where it goes too far. You don't want to make the best weapon in game a 1% drop from a 1% monster spawn or something as crazy as that , because players WILL spend hours and hours grinding for it for the purpose of optimization. You're just wasting the player's time at that point for something every player would obviously want.
If you have a silly joke weapon that is incredibly unlikely to drop, that's a different story, that becomes a fun thing most players won't stumble on and that their friends won't believe is real. It's rare but doesn't encourage people to grind for it.
The counter argument would be that Pokemon DOES by its nature encourage people to collect every monster, which is fair enough, but this was at least the thought process behind making it that way.