Larian Studios
Posted By: fireundubh How Lucky Charm Works - 27/07/14 03:06 PM
According to the treasure table, here's how Lucky Charm works.

At Lucky Charm 1, the character has a 2% chance at finding 1 Common item of these types:
  • Scroll, 25% of the time
  • Arrow, 30%
  • Gold, 30%
  • Precious, 15%
At Lucky Charm 2, the character has a 3% chance at finding 1 Common item of these types:
  • Scroll, 25% of the time
  • Arrow, 25%
  • T_ST_SecGearNormal, 25%
  • Precious, 25%
At Lucky Charm 3, the character has a 4% chance at finding 1 Common item of these types:
  • Scroll, 20% of the time
  • Arrow, 20%
  • T_ST_SecGearNormal, 20%
  • T_ST_ArmorNormal, 20%
  • Precious, 20%
At Lucky Charm 4, the character has a 6% chance at finding 1 Common item of these types:
  • Scroll, 20% of the time
  • Arrow, 20%
  • T_ST_SecGearNormal, 20%
  • T_ST_ArmorNormal, 20%
  • T_ST_WeaponNormal, 20%
  • Precious, 20%
At Lucky Charm 5, the character has a 7% chance at finding 1 Common or Magic item of these types:
  • Scroll, 10% of the time
  • Arrow, 10%
  • T_ST_SecGearNormal, 10%
  • T_ST_ArmorNormal, 10%
  • T_ST_WeaponNormal, 10%
  • GoldBig, 10%
  • T_ST_SecGearMagic, 10%
  • T_ST_ArmorMagic, 10%
  • T_ST_WeaponMagic, 10%
  • Precious, 10%
At Lucky Charm 6, the character has a 8% chance at finding 1 Common or Magic item of these types:
  • Scroll, 15% of the time
  • Arrow, 15%
  • T_ST_SecGearNormal, 10%
  • T_ST_ArmorNormal, 10%
  • T_ST_WeaponNormal, 10%
  • GoldBig, 15%
  • T_ST_SecGearMagic, 5%
  • T_ST_ArmorMagic, 5%
  • T_ST_WeaponMagic, 5%
  • Precious, 10%
Posted By: Darth_Trethon Re: How Lucky Charm Works - 27/07/14 03:15 PM
That's it? Common and Magic? What about god damn Legnendary or whatever the yellow items are called? You know, about the only things in the game actually worth bothering with besides selling for gold. Talk about a completely worthless skill, this is it.
Posted By: fireundubh Re: How Lucky Charm Works - 27/07/14 05:47 PM
Originally Posted by Darth_Trethon
That's it? Common and Magic? What about god damn Legnendary or whatever the yellow items are called? You know, about the only things in the game actually worth bothering with besides selling for gold. Talk about a completely worthless skill, this is it.

You can override TreasureTable.txt in \Data\Public\Main\Stats\Generated\ with your own table. You have to extract that file from Main.pak first. I have my own table that improves the skill somewhat. My table gives Lucky Charm 6 a tiny, tiny chance to find Legendary items, in addition to adjustments for every other skill level. But you can't play multiplayer with a modified treasure table.
Posted By: Darth_Trethon Re: How Lucky Charm Works - 27/07/14 06:21 PM
Originally Posted by fireundubh
Originally Posted by Darth_Trethon
That's it? Common and Magic? What about god damn Legnendary or whatever the yellow items are called? You know, about the only things in the game actually worth bothering with besides selling for gold. Talk about a completely worthless skill, this is it.

You can override TreasureTable.txt in \Data\Public\Main\Stats\Generated\ with your own table. You have to extract that file from Main.pak first. I have my own table that improves the skill somewhat. My table gives Lucky Charm 6 a tiny, tiny chance to find Legendary items, in addition to adjustments for every other skill level. But you can't play multiplayer with a modified treasure table.


Yeah I intend to set a few things straight there. As for multiplayer I have absolutely no problem doing without, I never play MP/coop. I think Larian should have scrapped coop and done the the 10 level dungeon and the day/night cycles and all the rest properly instead of wasting time and resources on damn coop.
Posted By: fireundubh Re: How Lucky Charm Works - 27/07/14 11:12 PM
Thread: Possible bugs with Lucky Charm and treasure generation
Posted By: Hassat Hunter Re: How Lucky Charm Works - 27/07/14 11:44 PM
I'm going to guess Legendary is starting to appear at a certain level.
Cyseal; You're far below said level.

And yes, Lucky Charm got GREATLY nerfed since beta... sadly it seems into obvlion. Also what's with lvl 6 lowering the magic item chance again (if the list is correct). That seems... erroneous.
Posted By: fireundubh Re: How Lucky Charm Works - 27/07/14 11:51 PM
Originally Posted by Hassat Hunter
Also what's with lvl 6 lowering the magic item chance again (if the list is correct). That seems... erroneous.

The list is correct. I also thought it was weird that Lucky 6 improves your chance at Scrolls, Arrows, and Gold over magic items.
Posted By: Gyson Re: How Lucky Charm Works - 28/07/14 05:21 AM
Originally Posted by Darth_Trethon

Yeah I intend to set a few things straight there. As for multiplayer I have absolutely no problem doing without, I never play MP/coop. I think Larian should have scrapped coop and done the the 10 level dungeon and the day/night cycles and all the rest properly instead of wasting time and resources on damn coop.


ouch
Posted By: Kjaska Re: How Lucky Charm Works - 28/07/14 11:24 AM
Edit: I've managed to get a modified table working, what I have now is a much more specific question: If I want to specify loot for ranks of 7 and above, is it as simple as adding these to the table or do I have to link them up in some other file also?


Could you upload your modified table, please? I would like to change the loot generated by Lucky Charm to rare ingredients mostly instead of pure monetary gain.

Alternatively, could you link me to a tutorial on how to mod the tables myself?

Thank you in advance.
Posted By: fireundubh Re: How Lucky Charm Works - 28/07/14 06:08 PM
These are my Lucky Charm subtables:

Code
new treasuretable "_Luck"
new treasuretable "Luck1"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",5,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",5,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",5,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",5,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",3,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",3,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",3,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",3,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",1,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",1,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",1,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",1,0,0,0,100,0,0,0
new treasuretable "Luck2"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",10,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",10,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",10,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",10,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",3,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",3,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",3,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",3,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",1,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",1,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",1,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",1,0,0,0,100,0,0,0
new treasuretable "Luck3"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",10,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",10,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",10,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",10,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",5,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",5,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",5,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",5,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",1,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",1,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",1,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",1,0,0,0,100,0,0,0
new treasuretable "Luck4"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",15,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",15,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",15,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",15,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",7,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",7,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",7,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",7,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",1,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",1,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",1,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",1,0,0,0,100,0,0,0
new treasuretable "Luck5"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",15,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",15,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",15,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",15,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",9,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",9,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",9,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",9,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",3,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",3,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",3,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",3,0,0,0,100,0,0,0
new treasuretable "Luck6"
new subtable "0,75;1,25"
object category "GoldBig",50,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0
object category "T_ST_RareIngredient",10,100,0,0,0,0,0,0
object category "T_ST_Skillbook",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",20,0,100,0,0,0,0,0
object category "T_ST_ArmorMagic",20,0,100,0,0,0,0,0
object category "T_ST_WeaponMagic",20,0,100,0,0,0,0,0
object category "T_ST_RingOrAmuletMagic",20,0,100,0,0,0,0,0
object category "T_ST_SecGearRare",12,0,0,100,0,0,0,0
object category "T_ST_ArmorRare",12,0,0,100,0,0,0,0
object category "T_ST_WeaponRare",12,0,0,100,0,0,0,0
object category "T_ST_RingOrAmuletRare",12,0,0,100,0,0,0,0
object category "T_ST_SecGearLegendary",5,0,0,0,100,0,0,0
object category "T_ST_ArmorLegendary",5,0,0,0,100,0,0,0
object category "T_ST_WeaponLegendary",5,0,0,0,100,0,0,0
object category "T_ST_RingOrAmuletLegendary",5,0,0,0,100,0,0,0

Basically, this means I have a flat 25% chance to get a Lucky Find.

At Luck 1, I have:
  • a 50% chance to roll for a good amount of gold,
  • a 25% chance to roll for a Precious item,
  • a 10% chance to roll for a rare ingredient,
  • a 10% chance to roll for a skillbook,
  • a 5% chance to roll for a Magic item,
  • a 3% chance to roll for a Rare item, and
  • a 1% chance to roll for a Legendary item.
At Luck 6, I have:
  • a 50% chance to roll for a good amount of gold,
  • a 25% chance to roll for a Precious item,
  • a 10% chance to roll for a rare ingredient,
  • a 10% chance to roll for a skillbook,
  • a 20% chance to roll for a Magic item,
  • a 12% chance to roll for a Rare item, and
  • a 5% chance to roll for a Legendary item.
I don't think the table is very balanced. It introduces a lot more gold into the game. But you have the option to use either Gold or GoldBig, nothing between, and Gold is too small. However, I love that there is a tiny chance to find great loot even at the lowest level of Lucky Charm.

At least at the beginning of the game, Lucky Charm doesn't matter a whole lot because pretty much every container is locked to Common loot, sparing the two crates near the corpse who thought he could fly. But I suppose these subtables would be more fun later on.
Posted By: Galaethir Re: How Lucky Charm Works - 29/07/14 11:53 AM
How do you exactly open the TreasureTable.txt? It seems, my excel can't open it. Maybe it is just too big? But i mean 478kb? The other files working fine and i can modify them.
Or can you upload yours? I really would like to make a few "adjustments".

best regards
Posted By: Darth_Trethon Re: How Lucky Charm Works - 29/07/14 12:10 PM
Originally Posted by Galaethir
How do you exactly open the TreasureTable.txt? It seems, my excel can't open it. Maybe it is just too big? But i mean 478kb? The other files working fine and i can modify them.
Or can you upload yours? I really would like to make a few "adjustments".

best regards



If you unpacked the Main.pak, which it sounds like you did already then try opening it in notepad.
Posted By: Galaethir Re: How Lucky Charm Works - 29/07/14 12:41 PM
Got it now, thanks. It is working in the main Campaign. Thanks
Posted By: Walter White Re: How Lucky Charm Works - 30/07/14 09:14 AM
How do you pack it back? Im so noob with these things.
Posted By: Tsort Re: How Lucky Charm Works - 30/07/14 01:22 PM
Originally Posted by Darth_Trethon
That's it? Common and Magic? What about god damn Legnendary or whatever the yellow items are called? You know, about the only things in the game actually worth bothering with besides selling for gold. Talk about a completely worthless skill, this is it.

Finding one of these coveted Legendary items in a random barrel doesn't seem right. I still find this skill useful, given the limited ressources system.
Posted By: Walter White Re: How Lucky Charm Works - 30/07/14 03:46 PM
Originally Posted by Galaethir
Got it now, thanks. It is working in the main Campaign. Thanks



How did you make it work? What do you do after unpacking the Main.pak with the LStools? I corrupted my game. frown
Posted By: Rodscar Re: How Lucky Charm Works - 30/07/14 04:02 PM
Originally Posted by Darth_Trethon
Talk about a completely worthless skill, this is it.


whoa whoa whoa mate, charisma has that honor.
Posted By: Walter White Re: How Lucky Charm Works - 30/07/14 04:42 PM
Okay got it working now. Just copied the Treasuretable and the subfolder. Now there's always a popup that the Mod Main files corrupted but the game is working properly. Is there a way to remove the warning? Someone?
Posted By: Ichthyic Re: How Lucky Charm Works - 30/07/14 05:10 PM
Originally Posted by Rodscar
Originally Posted by Darth_Trethon
Talk about a completely worthless skill, this is it.


whoa whoa whoa mate, charisma has that honor.


I can recall at least one time where high charisma helped...

the spider queen.

35 thousand extra xp.

also, lucky charm....

In the end of time (at level 10) some bookshelves netted me a level 20 shield that blocks 42%, and a level 20 rare plate helmet with +2con and +2per that I'm still using, 6 levels later.

neither charm nor lucky find is useless, though I agree they could be improved.

don't forget the small bonus to offense you get from lucky as well.


Posted By: fireundubh Re: How Lucky Charm Works - 30/07/14 08:31 PM
Originally Posted by Ichthyic
also, lucky charm....

In the end of time (at level 10) some bookshelves netted me a level 20 shield that blocks 42%, and a level 20 rare plate helmet with +2con and +2per that I'm still using, 6 levels later.

Lucky Charm got you the Common shield. It had nothing to do with the Rare helmet.

A Lucky Find adds a single Common (or Magic, at Lucky Charm 5 and 6) item to the loot generated in a container.

Originally Posted by Walter White
Okay got it working now. Just copied the Treasuretable and the subfolder. Now there's always a popup that the Mod Main files corrupted but the game is working properly. Is there a way to remove the warning? Someone?

No.
Posted By: Ichthyic Re: How Lucky Charm Works - 30/07/14 11:03 PM
"Lucky Charm got you the Common shield. It had nothing to do with the Rare helmet."

uh, wrong.

helmet came from a book shelf, and only appeared when I got the message.

I HAVE gotten rare stuff from lucky many times. I'm absolutely sure of it. empty container on one check, reload, get the "lucky find" and then there is a rare item there. has happened to me at least a dozen times.

by "magic" I do believe the table means blue or green.

Posted By: fireundubh Re: How Lucky Charm Works - 31/07/14 12:07 AM
(edited per new information)

Originally Posted by Ichthyic
uh, wrong.

When you open a container, the Lucky Find message pops up, and you see some gold, a Precious Item, or a Common shield, and also a Rare helmet. Before Lucky Charm 5, we know that Lucky Charm generated one of the first three and that it had nothing to do with the Rare helmet.

The information in my original post was taken directly from TreasureTable.txt, which are the rules used by the treasure generation system to generate treasure. TreasureTable.txt is not a mod.

TreasureTable.txt: Lucky Charm (default)
Code
new treasuretable "_Luck"
new treasuretable "Luck1"
new subtable "0,98;1,2"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",30,100,0,0,0,0,0,0
object category "Gold",30,100,0,0,0,0,0,0
object category "Precious",15,100,0,0,0,0,0,0

new treasuretable "Luck2"
new subtable "0,97;1,3"
object category "Scroll",25,100,0,0,0,0,0,0
object category "Arrow",25,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",25,100,0,0,0,0,0,0
object category "Precious",25,100,0,0,0,0,0,0

new treasuretable "Luck3"
new subtable "0,96;1,4"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",20,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",20,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0

new treasuretable "Luck4"
new subtable "0,94;1,6"
object category "Scroll",20,100,0,0,0,0,0,0
object category "Arrow",20,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",20,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",20,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",20,100,0,0,0,0,0,0
object category "Precious",20,100,0,0,0,0,0,0

new treasuretable "Luck5"
new subtable "0,93;1,7"
object category "Scroll",10,100,0,0,0,0,0,0
object category "Arrow",10,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",10,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",10,100,0,0,0,0,0,0
object category "GoldBig",10,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",10,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",10,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",10,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0

new treasuretable "Luck6"
new subtable "0,92;1,8"
object category "Scroll",15,100,0,0,0,0,0,0
object category "Arrow",15,100,0,0,0,0,0,0
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0
object category "T_ST_ArmorNormal",10,100,0,0,0,0,0,0
object category "T_ST_WeaponNormal",10,100,0,0,0,0,0,0
object category "GoldBig",15,100,0,0,0,0,0,0
object category "T_ST_SecGearMagic",5,100,0,0,0,0,0,0
object category "T_ST_ArmorMagic",5,100,0,0,0,0,0,0
object category "T_ST_WeaponMagic",5,100,0,0,0,0,0,0
object category "Precious",10,100,0,0,0,0,0,0

To break it down further:

Code
new treasuretable "Luck6"
new subtable "0,92;1,8"

92 is the % chance that a Lucky Find at Lucky Charm 6 will produce 0 extra items (i.e., a 92% chance to not get a Lucky Find.)

8 is the % chance that a Lucky Find at Lucky Charm 6 will produce 1 extra item.

Code
object category "T_ST_SecGearNormal",10,100,0,0,0,0,0,0

10 is the weighting, as a percent, attributed to the object category.

100 is the weighting, as a percent, attributed to the item rarity.

100,0,0,0,0,0,0 means 100% Common, 0% Magic, 0% Rare, 0% Legendary. The three remaining zeroes are extraneous.

Taken together, at Lucky Charm 6, you'll have an 8% chance to get a Lucky Find (i.e., to roll for 1 extra item.)

When you roll for that 1 extra item, 10% of the time, you'll get an item from the T_ST_SecGearNormal category and 100% of the time that item will be of the Common rarity.

As you can see, it is impossible for a Lucky Find to generate Magic items before Lucky Charm 5 or Legendary items. However, it is possible at Lucky Charm 5 to generate Rare items because the Magic tables have a 20% chance to generate Rare items.
Posted By: Tsort Re: How Lucky Charm Works - 31/07/14 02:31 PM
Originally Posted by fireundubh
Originally Posted by Ichthyic
uh, wrong.

When you open a container, the Lucky Find message pops up, and you see some gold, a Precious Item, or a Common shield, and also a Rare helmet, Lucky Charm generated one of the first three; it had nothing to do with the Rare helmet. The core treasure generation system was responsible for the Rare helmet.

Yesterday I opened a crate (or desk?) in Esmeralda's basement and got a "Lucky Find" message with a couple items and a Legendary ring (had Lucky charm rank 1 only).

So I did read how the table works but at the same time it's hard to believe I've got the message for magical items on one hand and a Legendary ring due to the "basic" roll on the other. Either there's more to it than that, or I'm one of the luckiest player so far.
Posted By: kurausu Re: How Lucky Charm Works - 31/07/14 03:40 PM
He said nothing about your chances of getting a legendary, he just explained that as the game is, it's impossible for lucky charm to even give you magic items.

I have found legendaries and uniques with the lucky charm message (From my game where i didn't know about this stuff and had a lucky charm set to try to get rarer stuff), but if you do pay attention, every time you receive the "Lucky Find" message and there is anything rarer than common, it will be accompanied by common items. These common items are the lucky find.

Also if you do read the Lucky Charm tooltip, it says it improves the chances of getting EXTRA loot, not BETTER loot.

Now, since the game has limited resources, it's nice to have lucky charm because you have the chance to generate extra stuff.

A question though: What are the components inside T_ST_SecGearNormal? Is there anything that justifies having a lucky charm set in there?
Posted By: ClassifiedTSBBR Re: How Lucky Charm Works - 31/07/14 04:56 PM
A couple of things...

1) If the categories really are a percentage chance, Lucky Charm 4 may be bugged, because by the data above it adds up to 120% (I assume it's actually an equal chance of any the 6 categories, or the 1st 5 loaded [which would presumably dump "Precious"]).

2) Considering the probability of hitting a "Lucky Find" in conjunction with the category probabilities (7%/9% * category probability), Lucky Charm 5 seems better than Lucky Charm 6 with a net 0.7% chance of each category (Scroll/Arrow/T_ST_SecGearNormal/T_ST_ArmorNormal/T_ST_WeaponNormal/GoldBig/T_ST_SecGearMagic/T_ST_ArmorMagic/T_ST_WeaponMagic/Precious) vs Lucky Charm 6's somewhat more varied probabilities (1.35%/1.35%/0.90%/0.90%/0.90%/1.35%/0.45%/0.45%/0.45%/1.35%), meaning that you get 2 less items per 100 checks, but 2(.1) of them should be Magic rather 1(.35).
Posted By: scottv Re: How Lucky Charm Works - 31/07/14 05:49 PM
does your lucky charm character have to open the chest/barrel/whatever or can any of your chars?
Posted By: fireundubh Re: How Lucky Charm Works - 31/07/14 06:15 PM
I need to amend my explanation.

At Lucky Charm 5+, you can get Gold, Precious, Common, Magic, or Rare items. Why? Here's the ST_SecGearMagic table:

Code
new treasuretable "ST_SecGearMagic"
new subtable "1,1"
object category "Garment",12,0,80,20,0,0,0,0
object category "Shoe",15,0,80,20,0,0,0,0
object category "Belt",15,0,80,20,0,0,0,0
object category "Glove",15,0,80,20,0,0,0,0
object category "Helmet",15,0,80,20,0,0,0,0
object category "HelmetMetal",13,0,80,20,0,0,0,0
object category "Shield",15,0,80,20,0,0,0,0

When an item is selected from this table, 80% of the time, that item will be Magic, but 20% of the time, that item will be Rare.

I apologize for the misinformation. The table names are counterintuitive.

But the way Lucky Charm works remains the same. And my previous explanation isn't wrong for Lucky Charm 1 through 4!

Lucky Charm 4
1. Player rolls for loot; a Rare Helmet is generated. [Lucky Charm 4 CANNOT produce this.]
2. Player rolls for loot; an Ingredient is generated. [Lucky Charm CANNOT produce this at all.]
3. Player rolls for a Lucky Find.
4. Lucky Find! Player rolls AGAIN for loot; a Common Belt is generated. [Lucky Charm CAN produce this.]

RESULT: Player obtains a Rare Helmet, an Ingredient, and a Common Belt.

The player knows that Lucky Charm was responsible for the Common Belt.

Lucky Charm 5
1. Player rolls for loot; a Rare Helmet is generated. [Lucky Charm 5 CAN produce this.]
2. Player rolls for loot; an Ingredient is generated. [Lucky Charm CANNOT produce this at all.]
3. Player rolls for a Lucky Find.
4. Lucky Find! Player rolls AGAIN for loot; a Common Belt is generated. [Lucky Charm CAN produce this.]

RESULT: Player obtains a Rare Helmet, an Ingredient, and a Common Belt.

The player can't know whether Lucky Charm was responsible for the Rare Helmet or the Common Belt.

Originally Posted by ClassifiedTSBBR
1) If the categories really are a percentage chance, Lucky Charm 4 may be bugged, because by the data above it adds up to 120% (I assume it's actually an equal chance of any the 6 categories, or the 1st 5 loaded [which would presumably dump "Precious"]).

They are weights, so they don't need to add up to 100%. Look up the term "weighted decision matrix."
Posted By: pugjack Re: How Lucky Charm Works - 02/08/14 02:43 AM
So i have painstakingly swapped my gear back and forth to take advantage of looting items with +7 lucky find --- come to find out in this thread I have been wasting my time.

Can someone explain to me like I am a three year old - how to take my updated treasure file and overwrite the broken one? I am using the values posted earlier in this thread and everytime I try to package I receive an error which is most likely procedural.

I have my updated Treasure file that fixes Lucky Charm --- what do I do next?
Posted By: fireundubh Re: How Lucky Charm Works - 02/08/14 04:48 AM
Put TreasureTable.txt in "\Divinity Original Sin\Data\Public\Main\Stats\Generated" and play the game.

You'll get a warning at the main menu, but if you're not playing online, ignore it.

You don't need to repack Main.pak. The game looks at loose files first.
Posted By: constrainer Re: How Lucky Charm Works - 04/08/14 04:16 PM
From my understanding of this thread lucky charm will not effect finding codex of pestilential thought books (+1 intel -1 perception). Can anyone confirm this?
Posted By: fireundubh Re: How Lucky Charm Works - 04/08/14 07:11 PM
Originally Posted by constrainer
From my understanding of this thread lucky charm will not effect finding codex of pestilential thought books (+1 intel -1 perception). Can anyone confirm this?

Correct.

Lucky Charm can generate items from only these categories:
  • Scroll
  • Arrow
  • T_ST_SecGearNormal
  • T_ST_ArmorNormal
  • T_ST_WeaponNormal
  • GoldBig
  • T_ST_SecGearMagic
  • T_ST_ArmorMagic
  • T_ST_WeaponMagic
  • Precious
Posted By: Trainspottingg Re: How Lucky Charm Works - 10/08/14 06:36 AM
I did not find the Stats folder, inside Main folder there is only other one named Assets frown
Posted By: Trainspottingg Re: How Lucky Charm Works - 11/08/14 03:38 AM
Anyone, please?
Posted By: Ichthyic Re: How Lucky Charm Works - 12/08/14 02:32 AM
Quote
At Lucky Charm 5+, you can get Gold, Precious, Common, Magic, or Rare items.


like I said originally, so at least admit I was bloody well right.

I've seen it happen literally DOZENS of times on chests and containers that ONLY ever generate common items, but when I get a lucky find notice, lo and behold there's now a rare at the end of the treasure.

NEVER HAPPENS unless I get a lucky find.

Posted By: fireundubh Re: How Lucky Charm Works - 16/08/14 03:55 AM
Originally Posted by Ichthyic
like I said originally, so at least admit I was bloody well right.

No.
Posted By: MrSean Re: How Lucky Charm Works - 18/09/14 04:07 AM
Does this mean that lucky charm 5 is more effective than lucky charm 6 in finding magical items? 0_o
Posted By: DannyBoi12233 Re: How Lucky Charm Works - 01/11/14 09:43 PM
Is there a way to get this to work in a mod? I can't for the life of me make it work unless it's placed under \Data\Public\Main\Stats\Generated\
Posted By: Joram Re: How Lucky Charm Works - 06/11/14 02:29 PM
I don't want to modding the Lucky Charm (or whatever) in my game, so I wonder:
is "Lucky Charm" worth investing in IF it don't care for me to collect (faster) more treasures/gold/better equipment ?


I read somewhere gold is easy enough to find and to collect (a million) , corect ?

EDIT: and a second question about Lucky Charm:
can I get LESS EMPTHY barrels/crates/etc to open IF I invest in Lucky Charm ?
If this is true, I like Lucky Charm more, because many crates/barrels I open are so empthy as empthy :hihi:



Posted By: Chrest Re: How Lucky Charm Works - 06/11/14 03:02 PM
Lucky charm isn't worth investing in because you can have 5/5 just with items and the romantic trait. Just craft a staff, a rabbit necklace and a rabbit belt, and loot/buy some lucky charm boots.

Equip them when you start looting barrels and stuff, and equip back others items if you feel necessary to have better stats than lucky charm for a given fight.

If I recall, it's even possible to use a crafted dagger (require dex 5) that you must have created at low level, and a shield around level 8 which gives 2 lucky charm so you can ditch the rabbit stuff on a mage, but it's not that easy to do because the shield requires some strength, and I don't think it's a good idea to put weak weapons on a physical character. Lategame you find good INT items that gives also strength sometimes (necklace often, ring sometimes I think?), so you can do it, but I didn't do it myself (I hadn't crafted a low level dagger, so I had no lucky charm dagger my mage could equip, but I had the shield).

Lucky charm procs quite often, and might be a source of a lot of (unnecessary?) money.
I didn't really need any loot I got from lucky charm, so the main point is money, and the good feeling you have when you read "lucky find".

Note that it can give you a lot of money early game, because when it procs within the Homestead, you get lvl 20 items.
Posted By: Joram Re: How Lucky Charm Works - 06/11/14 03:38 PM
Hhmmmm, so just for the "feeling" to have 'a lucky find' smile
Thanks for the info wink

But I'm still not sure about LESSER EMPTHY barrels/crates/chests with Lucky Charm invested ?
How about that ?
Posted By: Chrest Re: How Lucky Charm Works - 06/11/14 04:13 PM
Yes lucky charm works on empty barrels.
Posted By: Joram Re: How Lucky Charm Works - 07/11/14 07:14 AM
Okay, thanks !
smile
Posted By: Vardis Re: How Lucky Charm Works - 14/11/14 12:51 AM
So lucky charm values of 7+ don't have any extra effect other than the bonus to offense rating?
Posted By: Stabbey Re: How Lucky Charm Works - 14/11/14 02:41 AM
Wow, thanks for the information.

I got a point or two onto my Shadowblade (I think one is from an item?), a point from a Trait, and I found an ever-filling mug of beer, which can apply the drunk status for +2 Luck, getting me up to 5.

In reality, I am not at all impressed with getting items from Lucky Find. Even before I knew it didn't produce anything useful, it does not go off often enough even for crap items to make it worthwhile for using items.

In the beta, I commented that the "Lucky Find" messages mean that you could see the effect happening, which encourages you to invest in the skill, but now it's a double-edged sword.

That message is now having the OPPOSITE effect, because the message goes off when you get a lucky find, you also note that it goes off VERY RARELY. That makes the skill less enticing.

An 8 percent chance for an item at level 5 is not very good, never mind that the items you can get are almost guaranteed to be useless vendor trash anyway.
Posted By: Vardis Re: How Lucky Charm Works - 15/11/14 06:06 PM
You can get that skill pretty high... 5 base is a waste of points, but that plus romantic plus drunk plus that archer skill plus 2 rings, belt, weapon, necklace = +15. Maybe boots and armor too, IDK. I'll have to test that to see if the percentage is really capped at 8% with 6. That just seems odd.
Posted By: G4M3FR34K Re: How Lucky Charm Works - 29/11/14 04:07 AM
I think people underestimate this skill in various ways:

1: if you sneak and unlock starstones (like people do to get the teller of secrets at lvl 1 for max stat and attribute books which restock each level even in the current version on 29/11/2014 despite patch notes saying otherwise) this skill can provide hundreds of gold per normally empty container(even in and around cyseal), allowing for more than enough gold to buy both books each level, even at low levels, heck, even if you managed to use companions to keep your main characters at lvl 1 for max teller books (which can even be done with 2x lone wolf if you decide to take the talent later in the game on one of those characters). Level 6 lucky charm may give less chance of magic items but the piles of extra gold can exceed 500g per pile. 500g+ multiplied by hundreds of containers will potentially give you more gold than you will ever pickpocket in a lifetime...

2: have you tried it on higher level area's?
Example: if you sneak ahead and get the 3 stones from initiate quest (I solo'd Loic with a lvl 3 mage, flare and midnight oil without even entering combat, triggered from outside his sightrange), you can have 8 starstones at lvl 3 without using companions or at lvl 1 if you use a companion. When you have 7 starstones(had to cure alfie and use 2 bloodstones from basement on myself for no other effect than healing and unlocking a starstone) you unlock the imp area with the skill reset demon Moloch. There are bone piles in that room which normally do not hold any valuable loot. Lucky charm allows you to farm these for high level green or blue items which will sell for many thousands of gold or can be identified with lvl 5 loremaster and used for their high base stats like armor(ridiculous dmg reduction, more than one of a stat per item, etc). It works for any container in any high level area, this room is just a good example. Without lucky charm you would get nothing, now you get thousands of gold and/or stats/abilities which are not available on gear of your own level (especially if ur still level 1-3 or so when u do this).

3: If you understand the formula which applies reputation(inc. charisma) and bartering to calculate how far from the true worth the prices are, you will know that merchants buy and sell depending on those factors. I would recommend raising one, preferably the teller first, up to max reputation by donating (10 x vendorlevel) gold per 1 reputation and using a few +barter items like rings amulets and boots and the smelly panty for charisma. Even if you get unlucky a lot and get scrolls and less valuable items you can still sell them for a lot more when the price is right. Even IF you failed to get very lucky, the total sum of stuff you would get from 1 walkthrough without saving or loading can easily exceed 100.000 goldpieces.

4:if you feel like you are getting enough gold to buy anything you want you can always use moloch to reset your skills and spend the points originally used for lucky charm on something else. Personally I use the reset around level 7, with almost half of cyseal still uncleared. TIP: don't learn any new skills yet unless you can replace them with new books. The total reset costs you all your spells and other important 1 time use special items. This is why you want the reset fairly early, or have to spend a lot of time and gold getting your skills back. Unique one time use items other than the teller tomes will be forever lost! (This includes losing the ability granted by the skillbook for using tenebrium without getting rot, or granted to your party by Brandon in silverglen). In other words, you can always reskill, so use lucky charm as long as you need it for ridiculous extra gold and early high level loot with uber stats/value and then respend the points on whatever you want later.

So long story short, 500+ goldpiles rock hard, visit high level area's and loot containers which would normally suck lootwise with lucky charm to get insane stats/gold value for your level, manipulate the vendors for max gold per item value, and last but not least, you can always reset the points later so there is no real reason not to use the skill in earlygame.

I'd say anyone who does not appreciate the skill lucky charm does not know how to use it to it's full potential :D
Posted By: Vardis Re: How Lucky Charm Works - 30/11/14 05:49 AM
Crafting is far more profitable, and continues to scale with your level. By level 10, you can be trading a log for 5g, and turn it into two spears that sell for over 1K each. I had all the vendors I was trading with at max attitude from donating gold, 100K in gold at level 10, and nothing to spend it on.

The main benefit from Lucky Charm IMO is if you get lucky with homestead containers and snag some high level armor that's a good fit for one of your characters.
Posted By: Joram Re: How Lucky Charm Works - 01/12/14 07:29 AM
I like Crafting in D:OS smile !

And like Vardis said: many gold you can make out of crafting items together !

And because of that I spend no points in Bartering .


Posted By: Thorsten Re: How Lucky Charm Works - 03/12/14 09:31 AM
Originally Posted by G4M3FR34K
I'd say anyone who does not appreciate the skill lucky charm does not know how to use it to it's full potential laugh


I somebody gets to the Teller of Secrets at level 1 or 3 the last thing he needs is even more loot, this decision actually means having reduced the difficulty to "cakewalk".

But in general loot is THAT generous that I am in my last playthrough advacing to the source temple with 600 K gold and nothing useful to spend on. Despite the fact that I constantly bought legendaries from the international trader and the undead trader at Hunters Edge for the last 5 party levels at least.

Lucky charm is not useless per se. It is useless in the given environment of the game, exactly like foodstuff.

Regards,
Thorsten
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