Show our actual Luck values - Make it clear, it's important!

Luck is broken? 100s of posts and thousands of frustrated playes making conspiracy theories about luck for both gathering and drop. Not a single reply from DEVs.

Some players say some amulets break your harvesting luck, some say Lucky IV perk overrides armor Luck perk, some talk of the “luck sweet spot”, every testing shows different results etc. Everybody wasting coins and tons of time with not getting the desired drops. For example me myself farming stockpiles daily with full luck set, 3 major trophies and pristine pearls during a month got 0 (zero) legendary trophies components. This is not normal.

Something seems broken definitely. But nobody knows what that is. Looks like DEVs don’t know either with giving zero replies to all post related to some kind of luck issues. (Please report a bug is not an answer in this case).

So PLEASE make all the values both for every gathering profession and global drop luck transparent and showing up somewhere in the UI to stop this insanity.

At least it will make everithing clear. At least we’ll know what’s happening. So we can report it propely and fix it together, guys!

If you’re a DEV please reply something.
If you’re a player and agree with this, please like the post and comment.
Thanks!

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Don’t forget to check the Known Issues List to see if your issue is currently being worked on by the dev team.
We also have existing workaround for some issues that you can find here:

  • What is your character name in New World: Inaya
  • What server/world did you experience your issue on: Midgard
  • Describe the issue you are experiencing: Lots of Luck issues both for gathering professions and global luck, drop rates do not reflect the luck values used.
  • Is this a bug or an exploit: bug, maybe not a single one
  • (if a bug) How did the issue effect your gameplay: I can’t control and predict my results when mining, harvesting, looting supplies and bosses etc.
  • (if a bug) Were you able to recover from the issue: No
  • (if a bug) Please include a screenshot or video of the issue that you have experienced: -
  • What are the steps to reproduce the issue as you experienced: wear any luck gear and try to gather or loot something.
60 Likes

Thank you for writing this post. I too am going insane while trying to figure out this luck problem.

Today I have been leaning more toward the hypothesis that there is some kind of overflow in the bits happening that makes your luck do funky stuff. Maybe that also supports the idea of sweet spots or even multiple sweet spots.

AGS really needs to say something. This non deterministic behavior is driving me to insanity.

3 Likes

yes, 100000% yes!
Just the clarity - I dont care if it’s hard to achieve, or whatever it is… but the clarity would be a godsend.

1 Like

I strongly disagree, displaying luck would only further confuse the majority of the playerbase as they aren’t going to be willing to put in the time/effort to learn how the system works. This is partially why we have baseless rumors like “amulets give negative luck” when everything datamined and tested at a reasonable scale shows that to not be the case.

There’s nothing wrong with your luck values, in terms of numbers, and %'tage wise, neither.

You just misunderstand how % work and how luck is generated upon calculation, probably because you don’t understand math at all.

“My friend mined for 15 minutes he got 2 void, I’ve been mining for 2 days and i got nothing, it’s broken!! fix it”

That’s how 100 of the other posts and including yours sound like.

Let me give you some insight even though I know it’s going to be a waste of time, since you clearly won’t understand because you’re too stubborn and you’re too fixated on believing what you have to say and think, that the whole world needs to revolve around you.

  • Luck is an incremental value of % that increases the chance of certain loot-drops from individual items in loot tables.
  • Some items drop regardless of the %'tage of luck you have boosting your chances, and others have such a slim chance that they will almost never drop, yet not impossible to even with no luck items.
    *Some items will never drop because in regard of being linked to another item being dropped, in other words this is what we call an or function, or function(s) basically functions in this way:
    i.e: A monster loot table drops 3 items.
    Item 1
    Item 2 OR Item 3.

This means the monster can drop items 1 AND 2 or 3, or only 2 OR 3, but never 2 and 3 together.
These pre-determined loot tables can also have other rules, such as a limit to how many items can be dropped, or the roll stops calculating if certain item is already determined.

For example:
Item 1, 85%.
Item 2 or 3 0.5%

If this loot table had an item drop limit of 1, then item 2 or 3 will never be rolled to drop unless item 1 failed to be rolled and determined as a drop, that being said, if the 15% chance never appeared ( for the item 1 to not drop ) then 2 or 3 would never drop.
So it would only drop base material, and item 1, or it would drop base material, and nothing (because 0.05% is so low), etc. There are many variables.

with that being said, let me give you an example so your brain can comprehend so you can further understand LUCK:

Loot-Table-Example:
Item 1. 65%
Item 2. 55%
Item 3. 23%
Item 4. 0.5% (OR Drop)
Item 5. 0.5% (OR Drop)
Item 6. 0.0098%
Item 7. 0.0005%

If we have an increment value of 100% (which means an increment drop value of 2x, if we use the pre-value as 100% as base) so in total we have 2x chance to drop. (We are using this example so it is as simple as it gets, even though we don’t have that high drop rate increments in New World, yet).

Now let’s take in our example at hand, and skip all the items but 4 to 7.

These items have rules already pre-determined, that state, if one of these items are dropped, the others are skipped, and the loot table has an item limit of 2, so only 2 items can drop. 1 Common, and 1 rare.

Rare being anything below 19%, common anything above 20% (these are examples to make you understand).

Now it will drop 1 of the items from 1 to 3 after rolls happen, and skip directly to 4 to 7.

It will then calculate your % to drop an item, PRE-Roll, take that in for account, and then make the roll.

  • item 4 or 5: 0.5 * 2 (our luck drop rate) would make it a 1% chance to drop, but 99% chance to receive nothing.

  • Item 6. 0.0098% * 2 = 0.0196%

  • Item 7. 0.0005% * 2 = 0.001% (or 0.0010 for those that hates that the 0 getting removed)

Now, these drops seem abysmally low, but in reality, these are realistic in a programming view, to not overflow certain rare items into the game, and make their demand high.

Each time you collect a node, kill a monster, or whatever it is you do, that has these tables assigned, it will keep re-rolling, over and over, and realistically speaking, it can keep making you never receive something, even if you’ve collected 2 Million nodes, or 50 Billion, because if that chance never rolls, then you will never get that item.

That being said; It is true that the more you collect, the higher chance you have for receiving it, BUT, it doesn’t mean your luck is at an incremental value.

If you collect a node 10 times, that doesn’t mean 0.01% * 10 (0.1%), no, it just means you’ve had the chance to roll 0.01% x 10 times.

This means each roll, was a 0.01%, 10 times in a row. That will make the value of the drop a 0.1% in total (As in you’ve exhausted the roll 10 times) BUT it will not make the drop-rate 0.1%.

And certain loot tables have cooldowns too, there are many rules a loot table can have, you can even have a loot table that drops an item for you once every 24 hours. or 48. And the list goes on.

TLDR: a 47% increase droprate of a 0.00001% actual droprate isn’t intended to make it drop more frequent, but a little tiny, tiny, tiny bit easier. With tiny, I mean it’s lower than a 1.5x droprate.

5 Likes

Could you please share those datamines and tests?

You’re saying obvious things which have nothing to do with this bug report and my post, just showing how smart you are?)

The majority of testing can be found in player communities (like the one linked from nwdb) where it isn’t uncommon to see people posting their data from various tests they have done.

As for datamining and how it applies to things like the “necklaces give negative luck” rumor, please enjoy this quote from another thread where I (perhaps poorly) explained how we can see exactly what items are doing and identify problems (sometimes long before they would be found through manual testing).

The short version of all of this, we have enough data to come to proximately correct answers to most questions. For instance, the “extremely rare” legendary materials that were missing previously. This was a known issue in the datamining community as the tables showed that they had NO sources to drop from. (and I take no credit for this realization at the time as I was still doing horribly flawed manual testing at a scale far too small to be statistically significant… Thank you @xyo for bringing me into the light :P).

ur one cocky mf. whats the point of running in full luck gear then :open_mouth:

Thats true, 5 000 ore and only 9 cinnabar once.

33.4% luck 2000 from food 3 basic mining tropheys pvp on

would also be very much interested in my drop luck and why im not getting shit since i have major trophies while getting much better drops overall with minor trophies xD

1 Like

Always good to see another very important topic outright ignored by the devs, kudos.

2 Likes

Yeah, thats what we’re trying to understand here!

This game certainly lacks the character stats page. Transparency should be an option

2 Likes

Yes please!

All we asking is for some dev looking into these issues. If they said everything are working as expected then it will be the end of it.

1 Like

True, but looks like they’re not sure themselves. Cuz constantly mining tolvium / cinnabar more often with NO mining set, and mining LESS often WITH it doesnt seem right. Just an example, those issues are all around.

Two days ago me with 0 mining luck, 190 mining skill, only pvp flaged take out 1 void ore, 20 cinnabar only in 5 Oric, and a company member after seeing that, did the ebanscale route with the same status as me and got 33 cinnabar and 22 tolvium so I’m almost 100% sure someting is wrong.

What do you mean what’s the point of running full luck gear then?

Did you really not understand anything from what I wrote?

Certain loot-tables have cooldowns on drops, which means after you achieve that drop, it has a cooldown of a certain set timer set by a script, and you will not drop that particular item unless that cooldown passes, that can be one rule, why you’re running luck gear? Because there are tons of other items affected by it, but you’re looking particularly for 1, which is a YOU problem.

  • Just because you are not receiving the item you desire when you desire it doesn’t mean luck is broken, and you cannot determine luck is broken just because you farmed 1 day with something and 1 day without something, that’s not how calculation work, even basic math of general output doesn’t work like that, something you learn in third grade.

Luck isn’t broken, it’s working fine, and the values of the trophies are giving correct values, your actual luck values can be viewed with certain ways to show statistics not shown in the game, but I’m not going to post it here as you’re obviously not allowed to do it, tampering with game files that is.

That being said, a little search on the internet will help you figure out how to find (FLT) Values, and (Dbl) even if not visually created by the game.

So to wrap this reply up, there’s nothing wrong with luck, just something wrong with you guys because you have no idea how basic math works.

Two days ago me with 0 mining luck, 190 mining skill, only pvp flaged take out 1 void ore, 20 cinnabar only in 5 Oric, and a company member after seeing that, did the ebanscale route with the same status as me and got 33 cinnabar and 22 tolvium so I’m almost 100% sure someting is wrong.

Just look at that, that’s how you all sound. You don’t even know how to collect data and analyze it over a long period course of time, with several different subjects, variables and let alone create a hypothesis

ill give you my experience. when i reached mining 200 i started to mine orichalcum. i used 4.8% luck gear 2 minor thropys and a 9% amulet from the beginning. i have since then played weeks more then 5000 oricaclum ore mined and got about 30 cinnabar from that entire timeframe. THENi read online that amulets broken and i removed the amulet and bought lvl 5 luck food and the same day i did get more then 90 cinnabar 60 tolvium and 2 void ores in 2 days. I have since then every day gotten more and more tolvium and void daily. This is why i belive the amulet is broken and why i never use it again until theres some confirmation that it actually works. I understand the roll method. im trying to convey the fact that theres something wrong with it. And the “Sweet spot” is not made up but an actual thing.

and i am not alone. I Have read multiple same thing happening around the comments. Its just to much of a conicidence to just be “luck”

1 Like