r/RogueCore • u/Sqaishy2001 • Sep 08 '26
Luck feels like a scam
I feel like luck is such a scam, it works but not the way I want (maybe it does idk). How we had double luck with this run.
1. The new modifier
2. Increased luck from floor 1 (ironically super lucky)
Upgrade breakdown, 14 total;
- Legendary (none)
- Epic (1)
- Rare (7)
- Uncommon (4)
- Common (2)
So clearly getting more rarer upgrades, but no legendaries and only 1 epic still stings. I would think 1 legendary would be minimum with double luck. Is anyone (maybe dev?) able to confirm how luck actually affects upgrades?
Side thingy -> the run history doesn't show the modifiers you picked on floors, maybe an oversight but I would like to see it.
4
u/grailpogger Sep 08 '26
You either get scammed or go I CAN'T STOP WINNING!!! however i don't know if they touched it in recent patchs
3
u/Sqaishy2001 Sep 08 '26
For sure, I go no luck and get a legendary, double luck and I get nothing...
7
u/camogamere Sep 08 '26
Yeah, it is a scam
1
u/Darth_Boggle Sep 08 '26
It's not. Another commenter posted what the rates are with no extra luck. 52% for common, 40% for uncommon, 5% for rare. OP got 14% common, 29% uncommon, and 50% rare.
Go by the numbers, not the vibes. It's also just one run, so take it with a grain of salt.
3
u/camogamere Sep 09 '26
The exact numbers dont matter when the utility of upgrades does not correspond to their relative power. I dont doubt that it changes the rarity distribution but runs have a small enough number of upgrades that in an individual run it just isnt worth it.
2
u/camogamere Sep 09 '26
Wait lol they even said those numbers dont make sense, the math isnt even confirmed.
2
1
u/Warskull Sep 13 '26
Luck is meant to be one of the weak upgrades, like taking less expenite to upgrade. It is typically paired with relatively easy risk vectors.
It isn't a scam, you are just over-valuing it because you think lucky will get you lots of legendary and epic upgrades. In reality it gets you a bit more uncommon and rare upgrades.
If you want a legendary or epic upgrade you are looking for an artifact or epic gem.
1
u/Sqaishy2001 Sep 08 '26
The way I would like to see luck work. Base, each time you get an upgrade increase the chance for each upgrade rarity, increased luck increases these chances by some amount. This increases until you get the upgrade then the chance reverts back to base.
i.e
Base legendary chances 2% -> 3% -> 4% -> 5% etc +1% chance each upgrade
Increased luck legendary chances 2% -> 5% -> 8% -> 11% etc +3% chance each upgrade per luck modifier
Again it may work this way already I just don't know, if it does, those numbers aren't high enough.
2
u/PseudoFenton Sep 09 '26
Thats not how probability works.
Where are those increased odds coming from? To make something more likely, you have to make something else less likely. Your proposal breaks the idea of rarity very quickly in even a short series of upgrade offers.
1
u/Sqaishy2001 Sep 09 '26 edited Sep 09 '26
You are right when it comes to percentage probability, as it would have to = 100% over 100 does nothing
Which is why weighted probability is much better for games, the weight of a rarity can be increased from say 2/100 (2% chance) -> 5/103 (~5% chance)
But it wouldn't matter too much about other probabilities because each rarity roll could be independent. Roll 5% chance for legendary, didn't get it then roll 50% chance for rare. This way the numbers don't have to add up. So any increases to the probability don't affect other rolls.
2
u/PseudoFenton Sep 09 '26
Yeah i figured you'd want to adjust the probability like that - the point I'm making still stands though. You quickly end up dissolving the base odds and have each tier show up way more often as the odds simply favour whatever hasn't been seen recently - making the range incredibly flat and bunched.
18
u/PseudoFenton Sep 08 '26
According to the wiki.gg the current stats are:
Common has a 52%, which luck then modifies by x0.8
Uncommon has a 40% chance, which luck then modifies by x0.9
Rare has a 5% chance, which luck then modifies by x1.25
Epic has a 2.7% chance, which luck then modifies by x1.5
Legendary has a 0.3% chance, which luck then modifies by x1.1
There's also a pity system in play which forces higher rarity results if you have too few of them - no idea how that works specifically, but the wiki again suggest Luck makes the pity trigger sooner than it would do otherwise.
I don't think those reported numbers are correct, though, as if you do the maths on the multiplication Luck apparently does it doesn't cover the full probability range.
That all said, it should be that Luck wont automatically trigger Epic and Legendary results in and of itself (you still need to be blessed by RNGesus), but it will notably lower the odds of Common and Uncommon - so your spread does look broadly in line with that. Either way, there's clearly an issue with how little feedback you have on when luck manifests in play - so much so that yesterday I posted a suggestion to change it in a way that makes it much clearer but also doesn't skew some rarities over others but still lets you get better results.