From Dark and Darker Wiki

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*150 luck roll from a large [[Potion of Luck]]
*150 luck roll from a large [[Potion of Luck]]
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece
*40 from [[Golden Cloak]] (Better than max roll of 20 Luck on normal cloaks)
*40 from [[Golden Cloak]] (Better than max roll of 25 Luck on normal cloaks)
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear''
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear''
**50 each on Chest, Legs, Necklace
**50 each on Chest, Legs, Necklace

Revision as of 01:25, 8 January 2025

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

Loot is rolled when you open the container or kill the mob.

Whoever opens a container first or deals the killing blow to a monster is the person whose luck is used to calculate the drops.

Any individual point of Luck contributes to a change in drop chances.

Luck is capped at 500.
Sources of Luck:

Loot Tables and Drop Rate Tables

Each drop instance makes use of three pieces of information: the Loot table, the Drop Rate table, and the player's Luck.

Loot tables list all possible items for a specific drop instance, and for each item therein it associates a Luck Grade.
Drop Rate tables assign a "rate" to each Luck Grade; when normalized, these rates represent the probability of getting a drop of that Luck Grade.

Each Luck Grade's drop rate is split evenly between items that share that Luck Grade. This means that items sharing a Loot Table and Luck Grade, will always have the same probability of dropping.
However, be aware that Monsters and Containers can have multiple Loot Tables, each with their own Drop Rate table. See Lich for example.

A Drop can be rolled more than once, but each roll is independent of the others.
The Elite variant of Lich rolls their main gear Loot and Drop tables a total of 3 times, theoretically making it possible (though extremely unlikely) to get 3 identical Artifacts from a single Elite Lich kill.

Luck Scalar

Luck Scalars are but one piece of information needed to calculate drop probability at X Luck.

The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck.

The true effect of Luck varies depending on Drop Rate tables. See the Luck subsection Probabilities from Luck for an in-depth explanation of how Luck Scalars affect probabilities of drops.

Additionally, luck works with a hidden property called Luck Grade. While the table below has luck grade colored similar to item rarities, the two properties are not equivalent.
Many loot tables will match Item Rarity one to one with item Luck Grade, but there are exceptions. Don't fall into the trap of thinking luck makes higher rarities more common; see the Cave Troll's quest drops for a counterexample.

Luck Scalar Graphs

LaTeX Formula


If the Luck Scalar Graph doesn't cover a Scalar value you wish to see please reference the desmos graph.
The desmos graph displays the LaTeX equations.

Probabilities from Luck

To calculate the drop rate at X Luck there are three steps.

  1. For each Luck Grade's Drop Rate apply the corresponding Luck Scalar.
  2. Find the dot product between the Luck Scalar vector at X Luck and the Base Rate.
    (This is the same as adding up each term from the first step.)
  3. For each term in the first step divide by the dot product from the second step to get the new drop rate at X Luck.

The table below is the Drop Rate table of Quest Drops.

Luck Grade Drop Rate
0 220
1 250
2 200
3 150
4 100
5 50
6 20
7 10
8 0

Every monster with a quest drop uses this Drop Rate table, however, depending on the monster's Loot Table, most of the Luck Grades will be associated with dropping nothing.
And in other instances, like Dire Wolf, a Luck Grade's rate may be split between two or more Loot drops.
This will not affect the calculations below, but they will determine an individual item's probability.


Click expand to see the calculations for 0 and 250 Luck.


Using the Luck Scalars at 500 Luck, the dot product is

Luck Grade Drop Probability at 500 Luck
0
1
2
3
4
5
6
7
8

It's worth noting that you can calculate probability at X Luck from either the Drop Rate table or the Drop Probability at 0 Luck table.
Using the Drop Probability at 0 Luck table works because the Luck Scalars are all 1 and you have to normalize regardless of using the Drop Rate or the Probability at 0 Luck.

The wiki does not display the Drop Rate tables themselves, however it does show the alternative.

How to Use Wiki Tables and Graphs

On loose loot, monster, and prop pages the wiki displays graphs and tables showcasing the effect of luck on specific luck grades and loot tables.
The meaning of these graphs can be obtuse so we will walk through an example using the graphs and (partial) tables of the Inferno Treasure Hoard.

Graphs

For each luck value "X" the graph displays the ratio between the probability of a specific luck grade at X luck over the probability of that same luck grade at 0 luck.
Not only does this visualize the effect luck has on probabilities, these ratios can be used to calculate probabilities of specific items and luck grades.

To see how probabilities at X luck are calculated see the following section: Probabilities from Luck.

Note that you can choose which luck grades are displayed by toggling the luck grade in the legend. Simply click on them to disable and enable the luck grade curve.

Tables

Loot Summaries

Loot Summaries present basic sums of probabilities in loot table grouped by rarities and item types.
They ignore properties like luck grades, however, so beware that you cannot always use the ratios in the luck effect graph to get specific probabilities for a rarity/type.

In the case of the TreasureHoardHR3, however, rarity matches luck grade one to one, so we can go between luck 0 summaries and luck 150 summaries simply by applying the proper ratios.
Applying the ratio for luck 150 to the legend rarity we get: , which matches the tables below.

Loot Summary at 0 Luck
Type
Rarity
Misc
100%
Common
15%
15.0%
Uncommon
20.5%
20.5%
Rare
45%
45.0%
Epic
17%
17.0%
Legend
2.5%
2.5%
Loot Summary at 150 Luck
Type
Rarity
Misc
100%
Common
7.48%
7.4821%
Uncommon
11.05%
11.0546%
Rare
55.25%
55.254%
Epic
22.62%
22.6247%
Legend
3.58%
3.5846%

Loot Table

Loot Tables are sorted alphanumerically by item name.
These tables only display items that can drop, they won't display entries for dropping nothing.
In cases where a table can drop nothing it is best to look at the luck effect graph and loot summary to see if there are any "nothing" drops.

Loot TableCollapse
NameTypeLuck GradeLuck Grades present on the graph but missing in the column below are associated with dropping nothing.RarityItem CountProbability
Misc2Common10.5%
Misc3Uncommon10.6833%
Misc4Rare11.5%
Misc5Epic10.5667%
Misc6Legendary10.0833%
Misc2Common10.5%
Misc3Uncommon10.6833%
Misc4Rare11.5%
Misc5Epic10.5667%
Misc6Legendary10.0833%
Misc2Common10.5%
Misc3Uncommon10.6833%
Misc4Rare11.5%
Misc5Epic10.5667%
Misc6Legendary10.0833%
Misc2Common10.5%
Misc3Uncommon10.6833%
Misc4Rare11.5%
Misc5Epic10.5667%
Misc6Legendary10.0833%
...

Drop Source Table

Drop Source Tables are displayed on item pages. The drop source table for Viola is shown below.

If an item has any drop source from loose loot, monsters, or props, the table will show them, otherwise it will instead say that nothing drops that item.
The table rows are sorted by total expected value per source, i.e. the sum of count * probability * loot table rolls for each source's subrow.

Drop source table at 0 luckCollapse
NameSorted by total expected value in descending order
TEV = Sum of all (Probability of 1+ drops * Item count per roll * Roll count)
TypeItem countProbability of 1+ drops per kill/interaction1-(1-probability per roll)(loot table roll count)
Some loot tables are rolled multiple times per instance. To get more specific information, reference the loot tables on the associated source page.
Monster1-30.2498%
Loose Loot10.1429%
Loose Loot10.0714%
Loose Loot10.0057%
Loose Loot10.0038%

Example: Royal Diamond at 150 Luck

Suppose we are interested in the Royal Diamond and we want to caculate the probability for 150 luck.
We only need three pieces of information to calculate this: the luck grade, the probability at luck 0, and the probability ratio at luck 150.

First, we find the luck grade of the Royal Diamond: 6.
Next, since the loot table presents probabilities at luck 0, we simply look up the probability for the Royal Diamond: 0.0833%.
And lastly, we look at the graph for luck grade 6 at luck 150: 1.43386.

Combining all of this, we find that the probability of the Royal Diamond at 150 luck becomes

Barb Crush?
anonymous | Posted on Oct 5, 2024 at 9:04 pm

Does Luck have any effect on when using Barbarians Crush perk for any type of containers?

anonymous | Posted on Oct 16, 2024 at 10:07 pm

Additionally can anyone confirm if Rogue’s Lockpicking Perk and Bard’s Unchained Harmony song have effect when performed?

Raw Salad | Posted on Oct 18, 2024 at 8:38 pm

Whether luck works or not isn't confirmed. SDF recently stated that "it should work". If for whatever reason it doesn't work, we have a bug on our hands.

But proving it doesn't work requires testing, which few people are willing to do rigorously as it takes a lot of effort.


There have been numerous anecdotal experiences where people have been exceedingly unlucky. Promoz had a stream where he killed 70 Elite Skeleton Champs in a 440 Luck kit but received 0 keys.

The odds of not receiving a single key in that span is on the order of 1 in a 1 million. That is, assuming luck works. If you assume luck doesn't work, the odds are a much more reasonable 11.8%.


There are a few contexts that need testing: crush, unchained harmony, regular interaction/lock picking, and killing mobs. Regular Interaction and Lock Picking have very similar structures and presence in game files, so testing one is likely good enough for covering both.

Repeating Promoz's attempt at Golden Keys is ideal for testing mobs since the supposed effect luck has on key drops is incredibly strong.

The other contexts are harder to test though. There are no container loot tables where luck has such a strong effect as with Skeleton Champion and Golden Keys. So to make up for that one would need to collect a larger sample size for good confidence.


An additional complication is that the devs have not confirmed the wiki's loot tables are accurate.

We create them on a set of assumption that feels reasonable to us given what information we can find in the files. From playing the game and reflecting on anecdotal experience, the assumptions feel correct.

But there may be edge cases where we are wrong. So if you want to be completely certain, not only does a luck sample need to be collected, we also need a control sample too.


As of yet no one has made an attempt to test luck rigorously.

As with many other pages, the rest of the gold item line has been left out as sources of luck
Connor Sinclair Cavin | Posted on Sep 23, 2024 at 6:49 am

here are the amounts: Armor set; +10 each for a +40 total (only the hands were in the list above for some reason? also, they Can be enchanted with luck it seems, i have now seen two cases of it, just possibly at a much lower odds? makes me wonder if the golden weapons have similar chances of getting luck ultra rarely? no confirmation on That, just speculation, would be amazing if true though. also do not know if the range is different, but i do know i have seen several 25s and 2 50s) Cape; +40 (this was mentioned) there are two weapons that give luck, the golden felling axe, and the golden viking swords, they both give +10, but, since the swords are dual wieldable, you can technically get +20 out of those as either fighter or barbarian. sadly there is not equal opportunity support for all classes the Grimsmile rings give 6~12 luck, and you can wield both for a potential +24 the Fangs of Death necklace gives 18-25 luck

  • note, these can all then have more luck via the enchantments, i have seen several people with golden lucky gear, one today even... as they killed me...

this set of gear can give a bonus 129(most classes), 139, or 149 luck before enchants or other effects, much better than the reported 50.

with this set on a loot run character you can have a passive total bonus of 149 from full gold set + 300 from enchants (might be higher as stated above, but i am lowballing to only what i can confirm) + 65 from faith = 494/**504/**514 luck, no longer needing the potion if you have one of the weapons, or, if not running a gold weapon (as many classes cannot), you can use the bard, or a potion to get the last push, but, even without that, 6 points shy of the cap with not extras needed is pretty dang good. sad that only the two gold based weapons gain luck, they should give it to all the gold recipe weapons since then every class could have at least 1 option to max out the luck.

    • rounded down to 500 due to the reported cap, although i do wonder if it is a mechanical cap or a visual cap

would need to do a whole bunch of grinding above my current capabilities to stress test the other gold items for potential ranges/enchants.

Raw Salad | Posted on Oct 18, 2024 at 7:21 pm

This is a public wiki. Rather than go to the comments, please edit the page yourself.

(It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
anonymous | Posted on Jul 15, 2024 at 5:10 pm
i test this end  Unchained Harmony work wis luck
Sur | Posted on Jul 17, 2024 at 1:06 am

Would you mind sharing a link to the research on this?

anonymous | Posted on Oct 5, 2024 at 9:02 pm

kind of bonkers seeing someone loot two Violas from one Frost Wyvern kill O.o very low % im guessing