So let me get this straight: With “Scaling DPK” you’re referring to what IMC called “Revised Top-Down DPK System” which is actually a progressive percentages system (PP) and not a DPK system. Where did “scaling DPK” come from, and why not use IMC’s term or PP?
What IMC called “DPK value” is a parameter which was previously used as the counter target in what IMC called “Current DPK System.” If the same parameter gets used in an unbiased RNG system (like if every kill has a 1/value chance of providing the item) it’s still being called the “DPK value” even though the system isn’t DPK.
The core point of a DPK system is this part:
So any DPK system requires a predetermined minimum number of kills per drop before it’s possible to get the item. By contrast, an RNG system can produce the item at any time.
“Revised Top-Down DPK System” is an RNG system that uses PP, so once it’s implemented, DPK will have been abolished. The ninja system we got recently was clearly RNG, but (as I confirmed myself) it didn’t fully follow the description IMC posted for “Revised Top-Down DPK System.”
You’re now claiming in the OP (edited to say “Changes Reverted to Old DPK”) that the system was reverted to “Current DPK System” which was the old kills per drop system. If so, you should be able to consistently predict the mob that drops an orange minos hoof.