What gets me is a bit of inconsistency. KoLmafia lists the little box of fireworks at a sporadic item drop of 12.5%, but in reality, it a sporadic drop of 25% 1/2 the time. It also has a +1.5 stat bonus (not sporadic) when it actually has a sporadic +3 bonus 50% of the time. So, two similar mechanisms that operate very differently.
Honestly, if you program something to be ignored, why code it at all?
Why not take the accountable approach and use the averages like the fireworks' bonus stat? That would give:
4.25 item and meat bonus
.6375 stat bonus
2.125 to 4.25 mp regen
(And also make the fireworks just a flat 12.5% item drop
)
This way, their bonus wouldn't be completely ignored, but it wouldn't have as much weight.