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.
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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.
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Item 6. 0.0098% * 2 = 0.0196%
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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.