NEW WORLD LOOT LUCK
v1.4.2 1th Novermber 2024
Credits: All the wonderful people at nwdb. Thank You! Especially Mixologic.
Introduction
This guide explains how loot luck works. Gathering luck (mining, logging etc) works the same way,
but is not covered here.
It’s worth pointing out the following
Luck does not change the chance of getting a loot bag from a mob. Chance that a bag will drop
from a mob is determined by the type of mob (named, common, elite, boss).
Luck does not affect the gearscore that an item drops at
Luck does not affect the "Rarity" of the item (grey/green/blue/purple/orange), if its rarity can be
random.
You can’t have too much luck, with the exception of some very specific rolls. If worrying about
this then you need to be analysing the drop table entries, not just “going with what you believe
There is no “sweet spot”. Once you see how the system works you will understand why this
concept doesn’t make sense.
In general Loot Luck has a tiny effect.
All loot drops can be obtained with 0% loot luck, with the exception of Void essence which
requires > 1% luck.
Overview
The two data structures used in the loot system; Tables and Buckets.
Tables are a list of one or more entries containing other Tables, a Bucket or (occasionally) a direct
item to drop. Each entry has a value used to determines the range that must be hit for this entry.
Buckets are lists of items to randomly pick from. Each item can also have a condition (tag, see
later) which much be met. Lots of items will share the same condition, this allows all similar
items into one Bucket, but group them using a condition.
Each Table and each Bucket has a name, I shall be using the names from now on. When
determining loot everything starts from an initial table depending on the source of the loot e.g.
CreatureLootMaster when you get a bag from a mob
BrimstoneEliteSarcophagi looting Grave Offerings not at a sulfur pool
BrimstoneGlyphLockChests looting the Brimstone glyph chests
ContainerLootLarge for a large supply container
ChestLootElite for an Elite Chest
Basic Flow
The (simplified) flow of determining loot is as follows
1. Pick starting Table based on the action e.g. CreatureLootMaster for the bag from a mob
2. Determine the roll range of the table (generally 0..100k) and adjust by luck (1% = 100)
based on the type of table
AddToRoll changes the floor and the ceiling of the range
ClampMax changes the floor only of the range
3. Pick a random number within that range and look up the entries in the Table to determine
which is hit. The range for each entry is entryValue..nextEntryValue-1. The type of entry hit
is then processed.
Bucket: pick a random item (equal chance for each) from that bucket e.g.
DungeonNamedItems, and add it to the drops. The table entry will also determine the
number. Generally one (unless a gathering table e.g. chopping a tree), but for example
RareContainerT5 table gives 2 to 4 for the amount of Scale Cloth / Blister Weave
Table: repeat process using that table starting at Step 2 above e.g. CreatureLootNamed
Item: add that item to the drops (used occasionally when a Bucket is not needed e.g.
Golden Scarabs were directly added to the Brimstone tables rather than have a bucket with
only one entry)
4. Once a drop from a table (any table processed above), there are two options based on the
AND/OR flag of the table.
OR: no further processing of that table is required e.g. looting ContainerLootSmall is an
or, so you can only hit one entry in it’s list (note: that entry could be a AND table which
drops multiple items, though for ContainerLootSmall it doesn’t)
AND: then continue processing the entry below the one that was hit, do this for each e.g.
ContainerLootLarge is an AND, so hitting any entry also hits all the entries below (and so
you can get drops from other entries).
Tables
A Loot Table has the following information
1. Roll Range Max
The max of the range to use when generating a random number to lookup the list of entries.
Note that most Loot tables are 100k and 1% luck = 100. Therefore giving Luck in term of %
is somewhat misleading (40% = 4k, not 40k)
2. List of Entries
The list of entries for this Loot Table. Each entry value can either be; a Bucket, another
Table or a direct item to drop when this entry is hit.
Each entry has a Threshold value (less than RollRangeMax) that is used to determine when
this entry is hit (see below). It also has a Qty (generally 1) for the (range) number of times
to roll on the Bucket, Table or items to give this entry.
3. AND/OR flag
When hitting an entry in this table an AND Table will also hit all the entries below. An OR
only hits that single entry.
4. Range Type
This is ClampMax, AddToRoll or IgnoreBonus and determines how luck affects the range
when rolling to hit the table. ClampMax changes the floor, AndToRoll changes the floor and
ceiling. IgnoreBonus, luck is not used (though there are other ways luck won’t affect a roll.
See later).
5. Condition
Optional condition that must be met (player level for example). This can change the
meaning of the Entries e.g. the Threshold value is the players level.
For example, the Brimstone Sarcophagi loot table
TABLE: BrimstoneSarcophagi Type: AND
RollRangeMax: 100,000 RangeType: ClampMax
Entries
Qty Threshold Entry Value
1 to 2 0 Table: ContainerLootGearLeveled
1 0 Table: GlobalNamedListRoll
1 0 Table: se_music_normal_chest_loot
1 0 Table: BrimstoneGlyphCommon
1 0 Table: ConcealedVault_Roll
1 35,000 Bucket: ResourceItems
1 75,000 Table: ContainerLootlargeExtra
1 85,000 Bucket: ContainerFurnitureCommon
1 98,000 Table: BrimstoneNamed
Rolling on a Table
To process a Loot table to see what entry(s) are hit the following steps occur.
1. The initial range is determined as 0 to RollRangeMax
2. Loot Luck is added to the floor (1% = 100), if the table is AddToRoll the ceiling is also
changed
3. A random number within that range is generated. The highest entry on the table that the
number is greater than or equal to is hit.
4. If the Threshold values for 2 or more entries are equal, then for an AND table all are hit. For
an OR table it will choose randomly between them, equal chance for each,
Using the BrimstoneSarcophagi above with 40% luck here is what would happen.
1. The range is 4,000 to 100,000. Say the random number is 93,000.
2. The value 93,000 is greater than the ContainerFurnitureCommon (85,000), but less than the
next (98,000). Therefore the ContainerFurntitureCommon entry is hit.
3. The applicable list of items from ContainerFurnitureCommon bucket will be picked from at
random (so if there are 20 items you have a 1 in 20 chance). Note that each entry in the
Bucket can have a condition e.g. zone must be Brimstone.
4. The BrimstoneSarcophagi is an AND table, so all the entries below 93,000 are also
processed. So the next the ContainerLootLargeExtra table will be processed using the same
steps as described above i.e. the range will be determined, a new random roll made and the
entry(s) hit processed.
Note that the 0 for the range of the first 5 entries means that those will always be hit i.e. you will
always get a drop from those tables since the random roll can never be negative.
Also notice that the ContainerLootGearLeveled has an item range of 1..2. This means you get 1 or 2
rolls on that table.
Buckets
A bucket is a list of ItemId’s each with an optional set of conditions (tags) that must apply for that
item to be included in the list when rolling on the table. Rolling on a bucket is not affected by luck,
the item is randomly picked from the applicable list of items with an equal chance for each.
Some examples of Tags (conditions) are
Named: named mob must have dropped the loot bag
Elite: elite mob must have dropped the loot bag
Brimstone: current area must be brimstone
MutDiff1: mutation difficulty must be at least M1
DungeonThorpe: mob that dropped the bag must be Depths Thorpe
Ancient: mob that dropped the bag must have been Ancient
Some others are player level, mob level etc. A bucket item can have zero or more Tags, all Tags
must pass for that item to be included in the list of possible items from the list to roll against.
Example Buckets
Boss (open world and dungeon) Artifacts (partial)
ArtifactMaster
artifact_set1_HeavyChest MobLevel: 62+
PlayerLevel:62+
MutDiff1, DryadSiren
artifact_set1_HeavyHands MobLevel: 62+
PlayerLevel:62+
MutDiff1, Isabella2
...etc
The above the is the first 2 entries of the ArtifactMaster Bucket. The complete bucket is simply a
list of all artifacts with a different Tag for the boss that drops it. Therefore there will only ever be
one applicable entry and so that entry will always be picked.
Notice that the decision as to whether to get an artifact is made via the Loot Table rolls. Once the
ArtifactMaster bucket has been hit it only determines which artifact.
Major Corruption Breach Artifacts
ArtifactMasterDarkness
artifact_set1_LightHead PlayerLevel: 62+
artifact_set1_2hGreatAxe PlayerLevel: 62+
The above the is the table for artifacts from corruption breeches. So if the player is at least level 62
then both entries apply. It will therefore be 50/50 as to which you get.
NOTE: I do not know how it works once you have one of entries. There are 2 possibilities
A 50/50 roll is made then the check to see if you already have the artifact is done and if you do
then you get nothing
The item you have is removed from the list first and it is therefore 100% that you get the other.
This is what I believe it does (based mostly on “surely they would do that”)
For most Buckets this is not important, since you can get a drop multiple times, but for artifacts it
does since they may add more artifacts to this table.
Effect of Luck
There are 3 important points regarding the effect of luck on loot table rolls.
1. ClampToMax Tables are barely affected by Luck
For example the BrimstoneSarcophagi table shown above has a BrimstoneNamed table that you
must roll 98,000 to 100,000 to hit i.e. by default you have 2% chance.
If you have 50% luck then the range is 5,000 to 100,000 (1% = 100 to the roll).
The chance is therefore size of Entry Range (2,000) divided by Ceiling-Floor (95,000)
So your 2% becomes (2000 / 95000) * 100 = 2.105%
This is probably why people think luck “doesn’t work”.
2. AddToRoll OR Tables luck only affects the first and last entry
The floor and ceiling move for AddToRoll tables. So if the (say) 2nd last entry still has the same
range so is unchanged.
Imagine a dice is rolled and if the value is 3 or 4 you win. If the game is changed so 1 is
added to the dice roll. You still have the same chance, it’s just that a roll of 2 or 3 gets 1
added making it 3 or 4.
Compare this with just moving the floor. So any roll of 1 is re-rolled, making the range 2 to
6. Your 2 in 6 chance of winning previously is now 2 in 5.
Note that for an AND table all entries below are hit so this does not apply.
In reality the Table entries you want to hit are the last entries since these contain the rare rewards.
There is an example where this is not the case; the Powerful Redono Mount Charm is the 2nd last
entry. The table is AddToRoll and so luck will not change it’s drop chance.
3. Luck works well for AddToRoll Tables
For example the BrimstoneSarcophagi table shown above has a ContainerLootLargeExtra table.
That table is AddToRoll and has a ContainerTrophyArtifacts bucket that contains all the trophy
mats.
The bucket has a range of 99,500 to 100,000 (so 0.5%), but the table is AddToRoll so 40% luck
will make the roll range 4,000 to 104,000 and the entry 99,500 to 104,000. That’s 4.5%
Note the you still need to have hit the ContainerLootLargeExtra table. That has a 75,000+ roll
value, so 25% and then 4.5%
Example Drops
These give some examples of getting a drop. Note that there maybe other paths to obtaining the
item e.g. golden scarabs come from different chests each which have a different Loot Table
Stacked Deck (from Large Stockpile, Level 40)
The starting Loot Table for a Large Stockpile is ContainerLootLarge.
The entry to hit is ContainerLootLargeExtra, this has range of 75,000 however there is ceiling to
the entry since it is an AND table e.g. 88,000 hits the next entry, but will process all entries below.
The table is ClampMax so the first roll therefore needs to be greater or equal to 75,000..100,000
(25% chance).
The ContainerLootLargeExtra has a ContainerTrophyArtifcats bucket with a 99,500 (0.5%).
The table is AddToRoll so with 50% luck the range is Random(5,000 to 105,000) > 99,500 (5.5%)
The ContainerTrophyArtifcats has 23 items, however 10 of these require a level 56+ stockpile and
this is level 40. Therefore there are 13 items that apply so the chance of the Stacked Deck is 7.7%.
With 50% luck the odds of a Stacked Deck from a level36 to 55 Large Stockpile are therefore
25% * 5.5% * 7.7% => 0.106%
Of course the chance of any trophy mat is much higher.
Syncretic Bow (from Brimstone Named Mob)
Loot bags always start from CreatureLootMaster. This has CreatureLootNamed that is always hit.
The CreatureLootNamed has Bucket ZoneNamedItems with 50,000 (50%) chance. Since the table is
AND with AddToRoll, 40% Luck will make this 54%.
[UPDATE: In NW:A ZoneNamedItems is now 75%, so it’s 29%]
The ZoneNamedItems Bucket has 288 items, however only 24 items match the Tags; playerLevel,
Brimstone zone, Named mob. It is therefore a 4.17% chance of the Bow.
With 50% luck the odds of the Syncretic Bow are therefore
54% * 4.17% => 2.25%
[NW:A 29% * 4.17% => 1.21%]
Of course the chance of any Syncretic item are much higher (54% [29%]).
Adamant Perk Item
Adamant only drops from ContainerLootSmallLeveled.
This is an AND table so the table entry ContainerLootSmallLeveled_2 will always be hit.
ContainerLootSmallLeveled_2 is an OR table with a Condition of Level which means at player
level 9+ ContainerLootSmall is always hit. ContainerLootSmallLeveled_2 has a Qty of 1-2 so one
or two rolls will be made.
[ UPDTED: For Season5 – ContainerResourceRare now has 10% chance ]
TABLE: ContainerLootSmall Type: OR
RollRangeMax: 100,000 RangeType: AddToRoll
Entries
Qty Threshold Entry Value
1 0 Table: ContainerLootSmallAmmoRoll
1 32500 Bucket: ContainerResources
1 79500 Bucket: AttributeItems
1 87499 Bucket: FemPattern
1 87500 Bucket: ContainerResourcesRare
1 97,500 Table: RareContainerList
[Update Fixed in Season5. ConainerLootSmall has a 10% chance now.
The ConainerResourceRare shares it’s entry with FemPattern. The ConainerLootSmall is an OR so
only one of these is hit on a roll of 92500 to 97500.
This means there is a 2.5% of hitting ContainerResourcesRare. 5% for the 5k range and then 50/50
as to whether FemPattern or ContainerResourcesRare is used.
NOTE: Since ContainerLootSmall (which we hit 100% of the time from small containers) is an
AddToRoll it means that luck moves the floor and the ceiling range. Therefore Luck does not
affect the chance of hitting ContainerResourcesRare e.g. a roll of 87500 to 97500 is still 10% on a
range of 4k to 104k (assuming 40% luck). Luck would increase the chance of hitting
RareContainersList
Note however that One or Two rolls are made on the ContainerLootSmall table (because of
ContainerLootSmallLeveled_2 Qty). This increases the 10% chance of hitting the
ContainerResoursesRare bucket.
[ UPDATED For Season5 10% ContainerResourceRare chance ]
The total chance is the average of getting it with one roll or two rolls
10% to hit the ConainterResourcesRare bucket. That is 1 in 10 (100/10 = 10)
1 – (9/10 * 9/10) chance to hit it at least once when rolling twice
One Roll = 0.1 (1/10)
Two Rolls = 0.19 (see above)
Average = (0.1 + 0.19) /2 = 0.29
29% chance
The ConainterResourcesRare bucket has all perk items, but each have Zone tags. The each of the
tags for the Adamant zones have different numbers of perk items; Brimstone 29,
Reekwater 45, Everfall 34, FirstLight 35, GreatCleave 36
[NW:A The above are all +4 because of the 4 new Fishing Perk drops]
E.g. For Brimstone once the bucket has been hit the Adamant item has a 1 in 29 chance. Multiply
that by the chance of hitting the bucket (0.29) to get the total chance of getting Adamant from a
Brimstone small container.
Brimstone (1 / 29) * 29% = 1% = 1 in 100)
ReekWater, using 1 in 45 = comes out at 1 in 155.
[NW:A Brimstone (1 / 33) * 29% = 1 in 114 (0.879%)]
[NW:A Reekwater (1 / 49) * 29% = 1 in 169 (0.592%)]
NOTES - New World: Aeternum
The following are some notes for NW:A. This is the current state at the time of the open beta, so
still a month until full release
NW:A Drops
Gorgon’s Eye – Each Raid Boss and Completion box have 100% drop rate and weekly limit
of 1 (so 4 max)
Gorgonite Schematic – 1 in 200 chance of dropping on completion of 1st, 2nd and 3rd wave
of raid. Type of Schematic drop varies for each boss.
NOTE: Currently it’s impossible to get most schematics as wave tags aren’t set. I’m hoping
this is a mistake, by AGS, but as it stands only some schematics can drop on raid
completion.
Goldcursed Coconut – 1 per week. 100% chance from first Elite FFA chest.
Fishing Perks - 1 in 300 (roughly) except Morningdale which is 1 in 400
Portal Perk Drops – 1% of drop then 4% for specific perk e.g. Hardened Crystal
Raid Boss Drops – 100% from each boss (once per week each boss)
Major Sandwurm Spoils – 50% chance of second named gear piece
Minor Sandwurm Spoils – 20% chance of named gear
Elite Doubloon Cache - 2% Golden Scarab. Basically same as Glyph chest
OPR Artifacts – 100% (from 10%). There are currently 2, so that’s still 50/50 if you get one
if already have one
Goldcursed Epic Crate – 5% Leggo, 35% epic, 60% rare gear.
Formidale Warrior’s Cache
OPR Win – 1%, 2.5%. 5%. Not sure what it’s based on. Likely score.
3v3 Win – 5%
Garnet Gypsum – 2.5% so whenever get Garnet have 2.5% chance of box
Existing Drop Changes
Dungeon Materia – Possibly more (500 or 1000 lv60+), not sure
Named Item Sets (woodgrain, lifering etc) – 50% drop from Named Mob → 25%
Mob Random Sets (forsaken, ancient, defiled etc) – 10% more likely
Fewer Dungeon Boss gear (e.g. Guardian, Porcelain etc) – From 2 rolls for drops to 1
Chest Ammo → Pots
Fewer Common Perk mods in general
Transmog Token Purse – Removed
Mount Attachments (Grey) e.g. Lost Mount Attachment – Removed
M3 Mounts (Golda, Wolfgang, Godfret) - Removed
Portal Drops
Fragments – More drops, more likely and higher level
Equipment – Higher chance of better leveling gear
Perks – Less chance of perks from Major Portals
Goldcursed Crates
Type Doubloons Cooldown Resources Rare (650) Epic (705) Leggo (725)
Rare 10 5 per day 50% 45% 5%
Epic 35 3 per day 50% 10% 45% 5%
Armor
(Helmet /
Chest /
Gloves /
Leg /
Boots)
250 ?? 100%
2H Melee 250 ?? 100%
Trinket 250 ?? 100%
Ranged /
1H
Melee /
Magic
375 ?? 100%
NOTE: 705 can be 710 max for the Armor/Weapon/Trinket crates.
==== Fishing Luck ====
NW:A changes the fishing (again). So I’ll cover the drop tables here since lots of people like fishing
and now that the Leggo Fish Food is the BiS (+48 stats) fishing has value.
There are two modifiers for the rolls; rarity and size. These modifiers are used when rolling on the
appropriate table depending on whether the Tag; “FishRarity” or “FishSize” set. The actual
adjustment to the roll is
+ Fish Rarity Mod * 10000
+ Fish Size Mod * 10000
Bait Changes
Many of the existing changes are simplified to 3 new tiers of bait; T3 (Basic - blue), T4 (Premium -
Purple) and T5 (Exceptional – Orange). So many of your existing baits will be auto-changed into
one of these. See the table Below
Old Bait NW:A Bait Rairity Mod Size Roll Mod
Meat Bait Meat Bait - 1.5
(fresh)
Woodlouse Bait Woodlouse Bait 0.7 (fresh) -
Nightcrawler Bait Nightcrawler Bait 0.7 (salt) -
Firefly Bait Firefly Bait 0.9 (fresh) -
Glowworm Bait Glowworm Bait 0.9 (salt) -
Snail Bait
Bread Bait
Fish Bait
Clam Bait
Cheese Bait
Basic Fish Bait
0.75 2
Electric Eel Bait
Oyster Bait
Premium Fish Bait 1.0 5
Premium Meat Bait
Premium Snail Bait
Premium Electric Eel
Bait
Premium Bread Bait
Premium Woodlouse Bait
Premium Firefly Bait
Premium Fish Bait
Premium Clam Bait
Premium Oyster Bait
Premium Cheese Bait
Premium Nightcrawler
Bait
Premium Glowworm Bait
Legendary Bait
Exceptional Fish
Bait
1.5 8
Fishing Perks
Perk Rarity Mod Size Roll Mod
Fishing Colossus I 0.2
Fishing Colossus II 0.3
Fishing Colossus III 0.5
Lucky Waters I 0.1
Lucky Waters II 0.15
Lucky Waters III 0.2
Lucky Day / Night I 0.3 (day/night)
Lucky Day / Night II 0.5 (day/night)
Lucky Day / Night III 0.75
(day/night)
Daytime / Nighttime Colossus I 1.5
(day/night)
Daytime / Nighttime Colossus II 2.0
(day/night)
Daytime / Nighttime Colossus III 2.5
(day/night)
Fishing Poles
Pole Rarity Roll Mod
Wooden -
Treated Wood 0.25
Aged Wood 0.75
Wyrdwood 1.0
Ironwood 1.25
Runewood 1.25
<faction> 0.75
<Mob Type> 1.25
Artisan’s 1.25
Attribute / Music Bonus
Type Rarity Roll Mod Size Roll Mod
Con 50 0.015
Focus 25 0.5
Focus 200 2
Focus 250 4
Focus 350 0.1 4
Luck’s Labor I 0.02
Luck’s Labor II 0.03
Luck’s Labor III 0.04
Luck’s Labor IV 0.05
Cutless Keys Fort 0.01
Hotspot Bonus
HotSpot Star Rating Rarity Roll Mod
1 7.66
2 15.99
3 24.33
Trophy Bonus
Trophy Rating Rarity Roll Mod
Minor 0.25
Basic 0.35
Major 0.5
Example Roll
The table for open water is FishingLoot, for a hotspot it is FishingHotspotLoot. Let’s
assume open and fresh water fishing, using “Basic Fish Bait” and the “Artisan’s Fishing Pole”
during the day with Focus 200 and Con 100.
From Rarity Mod Size Mod
Basic Fish Bait 0.75 2
Lucky Day III (perk on rod) 0.3
Artisan’s (bonus for rod type) 1.25
Con 50 0.015
Focus 200 2
Fishing Colossus (5 pieces of gear) 5 * 0.5
TOTAL 2.315 6.5
FishingLoot table goes to FishingLootRegular which checks for both Fresh and Salt
water. We are Fresh, so only the FreshWaterFishRarity table applies. It has the FishRarity
tag so our 2.315 mod means 23150 is added to the roll.
If (say) we hit the FreshFishCommonSize table then that has the FishSize tag, so out mod of
6.5 means that 65000 will be added to the floor (ClampMax). If we then hit the
FishCommonLargeFresh bucket it has tags based on the zone you are fishing in e.g.
Reekwater.
Legendary Fish and Chests
For most fishing the main things you are trying to catch are
Legendary Fish for +48 Stat Food
Fish Stat Main Zone
Albenaja Dex Great Cleave
Abaia Serpe Int Edengrove
Lava Barb Foc Shattered Mountain
Glowing Gnufish Str Cutless Keys
Prismatic Barb Magnify Elysian Wilds
Note that it’s 50/50 which you
get
Mandje Mandje None
Chests for Fish Pheremones (& Resources)
Chest Resources (100%) Pheremones Drop
Sodden Rubbish Iron Ore (100-140) 25%
Salvaged Jetsam Iron Ore (100-140) 25%
Sodden Rubbish Green Wood (250-350) 25%
Sodden Rubbish Rawhide (180-220) 25%
Kelp-Covered Fibers (100-140) 25%
Sunken Chests (Ressearch XP Pearls)
Sunken Chest Resources Drop Chance
Pigment
Shipment
Pigments (3-5 * 3) 100%
+XP Pearl (2 / 1.5 / 1 / 0.5 %)
Mote Cargo Motes (3 * 1 or 2) 100%
+T5 Creature (Lifemoth etc) 10%
+XP Pearl (2 / 1.5 / 1 / 0.5 %)
Provisions Herbs (1 or 2 * 3-5) 100%
Fruit & Veg (2 or 3 * 2-4) 100%
Meat (2-3) 100%
Recipe 25%
+Fish Sauce (1-2) 10%
+Fish Pheremones 5%
+XP Pearl (2 / 1.5 / 1 / 0.5 %)
Fishing Gear
100% 1
of
T3 Gear (Soggy GS 3-400) 70%
T4 Gear (Sunken GS 4-500) 20%
GS 600 Fishing Pole
(Ancient /Lost /Angry Earth /Corrupted)
10%/
+XP Pearl (2 / 1.5 / 1 / 0.5 %)
Treasure
100%
1 of
Silver Ingots (1 or 2 * 2-5) 33%
Gold Ingots (1 or 2 * 2-4) 33%
Platinum Ingots (1 or 2 *2-3) 33%
100%
Flawed Gems ~50%
Uncommon Gems ~45%
1 of Brilliant Gems ~5%
Pristine Gems 0.33%
Note: The %’s for XP Pearl are for; Strange, Unusual, Abnormal and Bizarre.
Fishing Thresholds
The main drops are Legendary Fish and Chests.So FishRarity is the bonus you want to max. The
FishSize bonus doesn’t matter unless if you are target fishing, say, “Large Piranha”, then
obviously does.However if you are target fishing I assume you know what you are doing.
Fish Rarity Max
Source Rarity Mod * 10,000
Exceptional Fish Bait 1.5 15000
Lucky Waters III 0.2 * 5 gear 10000
Ironwood / Runewood
Fishing Pole
1.25 12500
Lucky Day / Night III 0.75 7500
CK Fort 0.01 100
Con 50 0.015 150
Focus 350 0.1 1000
Luck’s Labor IV 0.05 500
3 Star Hotspot 24.33 243300
3 Major Trophies 0.5 * 3 trophies 15000
Total 30.0505
(6.175 open water)
305050
(61750 open water)
Rarity in Open Water
The ranges are the same for Fresh and Salt and Expceptional Fish Bait works in both
anyway. The FreshWaterFishRarity and SaltWaterFishRarity table thresholds of interest are
Location Bucket roll (100k) Bucket Hit Gives
Open
Water
98900-99900 FishingChestsFresh /
Salt
Chest (see below)
99900-99990 FishUltraRandom Random Legendary Fish
99990-99999 FishUltraFresh /Salt Legendary Fish for
Zone
The tables are ClampMax, so with max FishRarity (6.175) the range is 61750 to 100000. So that’s
38250 possible values. Using the % chance from the original ranges on 38250 values gives
Catch Type Chance Notes
Chest 26.14% See table below for types
Random Legendary 2.35% But only *5/15 legendary are
useful
Zone Legendary 0.026% EW is then 50% for Prismatic
None of the above 71.48%
Rarity in Hotspots
For hotspots the values are
Location Bucket roll (400k) Bucket / Table Hit Gives
3 Star
Hotspot
359k - 375k FishingChestsFresh
/ Salt
Chest (see below)
375k - 380k FishUltraRandom Random Legendary
Fish
380k - 400k FishUltraFresh /
Salt
Legendary Fish for
Zone
With the max FishRarity (30.505) then the roll is now 305050 to 400000 (94950 80200 values).
Using the %’s from above gives
Catch Type Chance Notes
Chest 16.85% See table below for types
Random Legendary 5.27% 1.76% of these useful
Zone Legendary 21.06 EW is 21.06/2 for Prismatic
None of the
above
48.88%
Chest Type Chances
If the FishingChestsFresh / Salt table is hit then (from Open Water or Hotspot fishing)
then type of chest is rolled for. There is a difference here between Fresh and Salt since the Salt table
has a chance of getting the The Big, Big Anchor.
Water Chest Type Chance
Fresh
or
Salt
Treasure 8.75%
60% chance of
these seven
chests
Rubbish (Rawhide) 8.75%
Rubbish (Green Wood) 8.75%
Provisions 8.75%
Pigment 8.75%
Mote Cargo 8.75%
Fishing Gear 8.75%
Fresh Rubbish (Iron Ore) 40%
Salt
Salvaged Jetsam (Iron Ore) 15.5%
40% total for
these three
items
Kelp-Covered (Fibers) 15.5%
Big, Big Anchor (6-8 Steel) 9%
Version Log
Version Comment
1.4.1 Added Fishing
1.4.2 Had wrong values for attribute Fishing bonus. Forgot Trophies. Added Change log