/LootEntry.java Secret
// Refactor how Loot bonus applies - | |
// V PCT = Vanilla Percent Chance, M PCT = Modified Percent Chance | |
/* base in these tables does not include vanilla quality modifer in this table, but does in code | |
BASE IMPACTED REDUCED V PCT M PCT PCT CHANGE | |
ITEM 1 400 12 388 26.67 27.75 1.087 | |
ITEM 2 100 0 100 6.67 7.15 0.486 | |
ITEM 3 1000 90 910 66.67 65.09 -1.574 | |
TOTAL 1500 1398 | |
LUCK (*10) 100 | |
BASE IMPACTED REDUCED V PCT M PCT PCT CHANGE | |
ITEM 1 4000 1560 3220 31.74 39.03 7.284 | |
ITEM 2 100 0 100 0.79 1.21 0.418 | |
ITEM 3 8500 7140 4930 67.46 59.76 -7.703 | |
TOTAL 12600 8250 | |
LUCK (*10) 50 | |
*/ | |
public int getEffectiveWeight(float luck) | |
{ | |
// This is vanilla | |
float qualityModifer = (float) this.getQuality() * luck; | |
// Random boost to avoid losing precision in the final int cast on return | |
final int weightBoost = 100; | |
// This is vanilla * our weight boost | |
double baseWeight = (this.getWeight() + qualityModifer) * weightBoost; | |
// If we have vanilla 1, bump that down to 0 so nothing is is impacted | |
// vanilla 3 = 300, 200 basis = impact 2% | |
// =($B2*(($B2-100)/100/100)) | |
double impacted = baseWeight * ((baseWeight - weightBoost) / weightBoost / 100); | |
// =($B$7/100) | |
float luckModifier = Math.min(100, luck * 10) / 100; | |
// =B2 - (C2 *($B$7/100)) | |
double reduced = Math.ceil(baseWeight - (impacted * luckModifier)); | |
return (int) Math.max(0, reduced); | |
} |
because mob loot pools have very little variance in weight, it does not impact them much unless mojang adds a higher weight item to pool:
300 witches no luck
69 redstone, 78 sugar, 88 gunpowder, 69 eyes, 69 bottles, 138 sticks, 67 glowstone
300 witches 10 luck
72 redstone, 77 sugar, 57 gunpowder, 68 eyes, 85 bottles, 132 sticks, 68 glowstone
results from chests was greatly seen.
1 book out of 30 and 1 chest with 2 diamonds out of 30 with no luck
4 chest with diamonds (1 had like 6), 4 with books out of 30 with 10 luck
luck 3 30 chests, 7 diamond chest, 1 book (book is rarer)
luck 6, 30 chests, 8 diamonds, no books
luck 6, 30 chests, 4 diamonds, no books
showing good degrees of randomness
Note there are other 'rare' items in the pool that are generating I havent even been counting
Spreadsheet: https://docs.google.com/spreadsheets/d/1Mprek1gIlx9Hh3JyfrBq-Qoim8dHeMhBlOHOanPz4Y4/edit?usp=sharing








Fishing on Luck 10 (note: vanilla Luck 5 stops Junk)
Fishing on Luck 7 (note: vanilla Luck 5 stops Junk)
Fishing on Luck 4:
Fishing on Luck 3 (Luck of the Sea 3:
Fishing without Luck (Vanilla Pcts)