This article is about Luck mechanism. For the Perk, see Luck (Perk). |
General Luck is separate from gathering-related luck, and has separate values on a character, but functions similarly. More information is below.
What is Luck?[]
"Luck of the general type (as opposed to the types of Gathering Luck that you see on something like a sickle or a food buff) affects your chances to roll “higher” on our lists of items that come from enemies and containers like stockpiles. In the case of furniture schematics and found furniture items, the higher-end storage items are among the most rare. Increasing your Luck will definitely make this more likely to occur, but as with all luck - there’s no guarantee you’ll get it."[1]
"There are two ways we interpret luck:
An overall scale that you can think of as a ratio of when things occur or a percentage chance to occur.
A relative scale that has a movable odds range based on other values we add into it.
Things like enemies and searchable containers use Method #1 above, where anything in their drop list can occur, and your luck stat increases the likelihood of you getting the less common items in the list. In New World’s loot model, drop tables are divided up into overall rarities, with rarer groupings of items living “higher” on the roll table than more common items. There are entire sets of items that drop less frequently than other sets, and equipment is a great example of how we do this.
There are collections of equipment that live at different general probabilities: a “Common” set, “Family” sets, and “Elite” sets. Rarer still are the more context-specific Expedition sets and Named Items. Common items have the broadest possible perk roll variety, Family sets have slightly more narrow perk roll variety and a higher chance to roll perks, and Elite sets only come from Gold-Bar (elite) enemies and have narrower perk rolls and an even higher chance to roll perks. Expeditions items almost always roll some perks, and Named items come with a pre-set selection of perks that don’t roll.
Luck doesn’t increase your chance to get higher gear score rolls or roll more perks, but it does increase your chances of seeing item drops that have higher chances of rolling bonuses.
Gatherables (but not Fishing) use method #2 above. As your Luck stat increases, it gradually enables new items to drop from the tables. This means that if your luck values are totally unmodified, there are some items in those tables that it are impossible for you to obtain without a bonus. This is particularly useful for “AND” tables, or tables that give you more things as they roll higher. If we were to use this with “OR” tables, it would actually decrease or even eliminate your chances of getting items in the lower roll ranges of the table (so we don’t do that). We set up these tables to “open up” more as your base luck grows to avoid inundating lower-skill-level players with less-common items that they would have no use for until progressing much further in other, relevant skills. We also use it to plant little surprises and new things to find as you level your gathering skills!
Additionally, we don’t use percentages in our data notation, we use integer-based roll ranges to apply probability weights to the chances of a specific thing dropping.
For instance, let’s the roll range on regular tree is 100,000 (because it is!), but somewhere above that range, say 105,000, is a chance to get a fish (trees don’t drop fish, this is just an example). When you chop down that tree with unmodified luck, you have a 0% chance to get a fish. But if your luck was modified by say, 10,000, your roll range increases from 0-100,000 to 10,000-110,000, which gives you a (roughly) 5% chance to get that fish when you chop down the tree. If you only increased your luck by 5000, you would have a 0.00001% chance at that fish…but that’s why our luck increases from things like food and equipment are pretty chunky so we avoid cases where your luck value is “stuck” in an unfortunate “ultra low odds of a thing” state.
With gatherables in particular, increasing your gathering skill adds base luck to your roll, with Level 200 granting a total bonus of 2000 to your base rolls. There aren’t any cases in the game where not having a luck bonus will prevent you from getting an item as long as the associated Trade Skill is at 200. You can use food and equipment to further increase your drop chances, or even enable some items to drop for you “earlier” in your progression!"[2]
How can Luck be increased?[]
General Luck[]
There are various methods to increase general luck, sometimes referred to as "loot luck".
- The easiest method is to find a Weapon, Armor or Bag with a Luck perk. This value scales based on item Gear Score.
- Luck can also be added by using Pearls in a Gem Socket. The tier of Pearl determines the percentage of luck that is increased.
- Consumables like the Roasted Monstrous Turkey Dinner or Defiled Rabbit's Foot will also increase the chance at rare items from chests and monsters.
- Lastly, trophies placed an a player's house (up to 3) can increase the general luck. See Minor Loot Luck Trophy, Basic Loot Luck Trophy, Major Loot Luck Trophy.
General Luck increases
- the potential for low drop-chance items to be earned[3]
- the chance that the weapon/armor will be named[3]
- the chance that that other items than weapon/armor will be rare[3]
General Luck does NOT effect inventory caches; such as Corruption Breach Caches, Aptitude Supply Crates.
Gathering Luck[]
Gathering luck improves the chance that the player receives additional rare resources while performing a gathering action: Logging, Harvesting, Mining and Skinning.
Logging Luck
- Armor can have the Reinforced Logging Luck perk
- Logging Axes can have the Logging Luck perk
- Amulets can have the Adored Logging Luck perk
- Consumables: Roasted Cabbage(+1000), Boiled Cabbage(+1400), Herb-Roasted Cabbage(+1700), Cabbage-Wrapped Roasted Fish(+1900), Salted Poultry with Cabbage(+2000)
- Trophies: Minor Logging Gathering Trophy, Basic Logging Gathering Trophy, Major Logging Gathering Trophy
Harvesting Luck
- Armor can have the Reinforced Harvesting Luck perk
- Harvesting Sickles can have the Harvesting Luck perk
- Amulets can have the Adored Harvesting Luck perk
- Consumables: Cooked Corn(+1000), Cornbread(+1400), Herb-Crusted Corn on the Cob(+1700), Breakfast Bread(+1900), Spicy Steak Pie(+2000)
- Trophies: Minor Harvesting Gathering Trophy, Basic Harvesting Gathering Trophy, Major Harvesting Gathering Trophy
Mining Luck
- Armor can have the Reinforced Mining Luck perk
- Mining Pickaxes can have the Mining Luck perk
- Amulets can have the Adored Mining Luck perk
- Consumables: Roasted Potatoes(+1000), Herb-Roasted Potatoes(+1400), Boiled Potatoes(+1700), Poultry with Roasted Potatoes(+1900), Salted Roasted Vegetables(+2000)
- Trophies: Minor Mining Gathering Trophy, Basic Mining Gathering Trophy, Major Mining Gathering Trophy
Skinning Luck
- Armor can have the Reinforced Skinning Luck perk
- Skinning Knives can have the Skinning Luck perk
- Amulets can have the Adored Skinning Luck perk
- Consumables: Roasted Carrots(+1000), Herb-Roasted Carrots(+1400), Carrot Soup(+1700), Vegetable Boil(+1900), Savory Fish Cake(+2000)
- Trophies: Minor Skinning Gathering Trophy, Basic Skinning Gathering Trophy, Major Skinning Gathering Trophy
References[]
- ↑ Archived Forum https://web.archive.org/web/20211117163000/https://forums.newworld.com/t/dev-blog-update-on-current-issues/504297
- ↑ Archived Forum https://web.archive.org/web/20230525212645/https://forums.newworld.com/t/dev-blog-update-on-current-issues-2/538731
- ↑ 3.0 3.1 3.2 https://nwdb.info/db/perk/perkid_common_luck