Hell, I don't just have the audio files, I have the actual soundtrack versions (including the song used for the PV for the expansion, which is a remix of the theme that plays during the second phase of the postgame version of Nightmare Yukari), it's just, yeah, laziness, plus I've been going back and forth between a bunch of stuff (Final Fantasy XIV, that Nightmare of Rebellion run where I'm forcing myself to use bows [made it to Underground Lake], a Genius of Sappheiros run where I'm using a fixed party of six [made it to Genbu Swamp], and a bunch of RPs and homework), so yeeeeeeah. Same thing with English patch stuff, there's more I need to do with it but I just haven't. :'D
Anyhow, yeah the grinding is the worst part but thankfully it is optional. On that note, I did find out what the drop system is and it's kind of a doozy. I explained it to NEET but I'll explain it here (thank you based Japanese blog that has a bunch of information on DoD and NoR)
So you kill an enemy, congrats, now you roll for a chance (per specific enemy) for it to drop a chest. If it hits that chance, then it rolls again for what item (out of 17 possible). There's seven common chest items (10% for each), five silver chest items (5% for each), and five gold chest items (1% for each). I don't exactly know how the Rare drop up boosts work, but I imagine they shift the weighting to prefer silver and gold chests over common chests, while the regular drop rate boost just increases the rate at which a chest will drop.
If a chest doesn't drop, there's a separate chance (based on dungeon/area, not on enemy) that the enemy will drop a screw. If it does, it rolls from a big list, which is uh... usually big. The lists are on the blog, but they're pretty big and drop a huge variety of items.
So yeaaaaaaah. The loot system in this game is admittedly dumb with its chances but I suppose that's what the Yukkuri items are for in this game.