Lck or luck increases drop rate?

samuroid

Member
According to what the PSO wiki says, LCK does not increase the drop chance and serves as a critical chance, but when I saw the drop chance that appears below the name/hp of the monsters, I remember that if you open the game in the cheat engine (not Ephinea itself but the base game), the character's luck (LCK) is directly linked to a variable (drop chance), which if you increase it to a very high value, basically any monster drops a red item immediately. then I remembered some ttfs I did with some specific players that changed the drop chances of the RR from dark falz, I thought it was just an impression, but I played on two different characters, one that had luck (lck) at 100 and another that was close to 20, and the chance dropped from about 1/186 to 1/184 and in others it dropped to 1/182 when I played with a guy who had about 60~80 luck, so I think lcuk is super useful but is overrated and unknown by many.
 
I remember that if you open the game in the cheat engine (not Ephinea itself but the base game), the character's luck (LCK) is directly linked to a variable (drop chance), which if you increase it to a very high value, basically any monster drops a red item immediately.
This is not true at all. In PSOBB, the drops are determined entirely by the server. At base rates and vanilla settings, the server is emulating how previous versions of PSO handled this. Drops have been fully reverse engineered on those versions of PSO and a character's Lck does nothing for drops.
I thought it was just an impression, but I played on two different characters, one that had luck (lck) at 100 and another that was close to 20, and the chance dropped from about 1/186 to 1/184 and in others it dropped to 1/182 when I played with a guy who had about 60~80 luck, so I think lcuk is super useful but is overrated and unknown by many.
This server has a small Rare Drop Rate modifier that applies depending on character. Type /forecast ingame to see. The boost is +1%, +3%, +5% RDR in multiplayer and +1%, +2%, and +3% in one person mode depending how many criteria your character matches. It changes every day at 00:00 UTC.

To be clear, the /forecast is a server feature. It is not something in the base game.
 
so why my class is with 0% drop bonus (in the day of test) and i ate 10x~15x luk mat (i buy on day) and drop rates changes like 10~15? (example: 1/200 --> 1/185)
 
in my tests the characther luck increases 5~12% drop rates (idk by now, is imprecise because of others characther on group lck), and the daily forecast increases a maximum of 3%
 
I implemented that feature to show the drop rate in the target window. I wrote the patches to add that text, resize the window, send the server data to the client and handle it (party rates and drop rates), and calculate the rates displayed. Your character's Lck stat does nothing to change the value it displays.

Show screenshots, or make a sandbox account to make characters with /levelup and show the changes after consuming luck materials.

You're likely comparing different enemies, or comparing enemies with different drops due to a different section ID for the party leader, or comparing in different quests (such as RBR vs non-RBR) or difficulties.
 
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