There's three reasons why you can get rares when uniques should be 100%:
- The monster level is below the qlvl of the unique item -> generates rare with double durability instead
- The base item has no unique item which can crops -> generates rare with double durability instead
- Most uniques are set to only drop once per game, any extras drop as rare with the upped durability
- You can tell "failed uniques" by their double durability
- Likewise you can tell "failed sets" by their triple durability
- Qlvl means lvl field in UniqueItems.txt
- Monster level means Level, Level(N) and Level(H) fields on MonStats.txt
- To allow more than one drop of the same unique item you need to change nolimit field in UniqueItems.txt to 1 (empty cell or 0 means that items can drop only once per game)