Luck
Luck is a hidden statistic that influences many of Terraria's randomly-chosen items and events, such as the chances of item drops, rare enemy and critter spawns, certain town NPCs' first appearances, or the Traveling Merchant's inventory items. Players can estimate their luck value by speaking to the Wizard.
Influences
With all positive effects, it is possible to reach a maximum luck value of 1.76, although with no benefit beyond a value of 1. There are multiple factors with a negative effect on luck, making it possible to reach a minimum luck value of −1.1.
A table summarizing the luck increases/penalties is as follows, sorted ascending by maximum luck increase. For sources with varying amounts of luck, see their respective sections. No individual source stacks with itself.
| Source | Effect |
|---|---|
| -0.25 | |
| -0.25 | |
| -0.1 | |
| -0.1 | |
| +0.03 | |
| +0.03 | |
| +0.05 | |
| +0.05 | |
| 0 to +0.1 | |
| 0 to +0.2 (details) | |
| 0 to +0.2 (details) | |
| +0.2 | |
| +0.3 (> 10 minutes left) +0.2 (5 minutes left) +0.1 (≤ 5 minutes left) | |
| +0.3 | |
| -0.4 to +0.4 (details) |
Ladybug luck
The player's interactions with
Ladybugs,
Gold Ladybugs, and town NPCs have a certain influence on their luck. The following is a simplified summary; see #Detailed Ladybug luck for a more detailed and accurate explanation.
- Touching a naturally spawned Ladybug grants
+0.2 /
+0.4 Ladybug luck that decreases linearly to 0 over the course of
12 /
24 minutes at most. - Killing a Ladybug (either naturally spawned or player-released) at a close distance or consuming one as bait during fishing causes
−0.2 /
−0.4 Ladybug luck that increases linearly to 0 over the course of
3 /
6 minutes at most. - Killing any town NPC other than the Guide and the Clothier causes −0.067 Ladybug luck that increases linearly to 0 over the course of 1 minute.
- Killing the Guide causes +0.067 Ladybug luck (unless the player already has negative Ladybug luck) that decreases linearly to 0 over the course of 4 minutes.
Ladybug luck is reset to 0 as soon as the player leaves the world.
Coins
Throwing coins into Shimmer will consume them and increase the "coin luck counter" of all players within a radius of 1000 pixels (62.5 tiles) by a certain amount[1], depending on the type of coin and stack size: 1 Copper Coin increases the coin luck counter by 1.[2]
| Coin | Coin luck counter |
|---|---|
| 1 | |
| 100 | |
| 10,000 | |
| 1,000,000 |
The coin luck counter will decrease by 0.01% each tick[3], and it will immediately be set to 0 if it is less than 0.25[4] (most likely because this function, being an exponential degradation function, would otherwise be incapable of reaching zero). The player's remaining coin luck counter grants them a luck boost as displayed in the table below.[5]
| Remaining coin luck counter (X) | Luck |
|---|---|
| X > 249,000 | +0.2 |
| 24,900 < X ≤ 249,000 | +0.175 |
| 2490 < X ≤ 24,900 | +0.15 |
| 249 < X ≤ 2490 | +0.125 |
| 24.9 < X ≤ 249 | +0.1 |
| 2.49 < X ≤ 24.9 | +0.075 |
| 0.25 ≤ X ≤ 2.49 | +0.05 |
The coin luck counter can never exceed 1,000,000[1], hence consuming 1 Platinum Coin fully charges it. This grants the maximum luck boost of +0.2 for 3 minutes 51.7 seconds, after which the boost diminishes by 0.025, then a further 0.025 every 6 minutes 23.75 seconds.
Coin luck is reset to 0 as soon as the player leaves the world.
Torches
Only in the Underground layer and below, each type of torch present in a 81×81-tile rectangle centered on the player (and also any torch they are holding) will increase or reduce torch luck. By placing or holding torches in the correct locations, players can increase their luck.[6] Only a single torch is needed to trigger a luck bonus or penalty. Multiple torches of a given type have no increased benefit, and one or more incorrect torches will completely negate the benefits of torch luck. Torch luck can never go below 0; it either provides positive luck or none at all.
Biome torches give good luck in their own biome, while giving a luck penalty in any other location (with exceptions). Ordinary torches give a penalty in most places with a corresponding biome torch, while Bone Torches give a bonus in biomes without their own biome torch (and also the Ocean). For hybrid biomes, as long as all torches belong to one of the existing biomes, no penalty will be given. For example, having both Ice Torch and Hallowed Torches nearby in a Hallowed Snow biome still increases luck by 0.2.
If the Torch God's Favor is toggled on, ordinary torches are automatically converted to the proper type when held and/or placed in the Hallow, Corruption, Crimson, Jungle, Desert and Snow biomes. Bone Torches, Demon Torches, and Aether Torches can also be automatically placed in the Dungeon, Underworld, or Aether respectively, but note that these torches do not affect torch luck in the respective location.
| Torch | Beneficial locations | Increased torch luck | Reduced torch luck |
|---|---|---|---|
| Snow biome, Underground Snow | 0.2 | 0.2 | |
| Desert, Underground Desert | 0.2 | 0.2 | |
| Jungle, Underground Jungle | 0.2 | 0.2 | |
| Hallow, Underground Hallow | 0.2 | 0.2 | |
| Corruption, Underground Corruption | 0.2 | 0.2 | |
| Crimson, Underground Crimson | 0.2 | 0.2 | |
| Corruption, Underground Corruption | 0.2 | 0 | |
| Crimson, Underground Crimson | 0.2 | 0 | |
| Oceans | 0.2 | 0 0.2 (only when both placed outside of water and outside an Ocean) | |
| Glowing Mushroom biomes | 0.2 | 0.2 | |
| Anywhere outside the Snow biome, Desert, Jungle, Corruption, Crimson, Hallow, Dungeon or Jungle Temple |
0.1 | 0 | |
| None | 0 | 0, 0.1 (Desert, Corruption, Crimson, and Hallow only) 0.3 (Snow biome only) |
Notes
- Placed torches on the Surface and in Space are ignored. This means that in these layers, only held torches will affect luck.
- Torch luck does not apply in the Dungeon or Jungle Temple, or when The Torch God event is active.
- Torches turned off (e.g. via wires) will still affect luck.
- Colored, Ultrabright, Demon and Aether Torches, along with other light sources such as Candles, have no effect.
Impact
Luck has a significant impact on multiple random chances throughout the game. Whenever a random chance is rolled in one of the ways listed below, an additional modifier is applied to the chance that the roll has a positive result:[7]
- If the player's luck is greater than 0, then there is a chance of [math]\displaystyle{ \left( \text{luck} \times 100 \right) \% }[/math] that the chance is increased.
- The exact increase is itself randomized: if the base chance is [math]\displaystyle{ 1 \text{ in } X }[/math], the chance will become [math]\displaystyle{ 1 \text{ in } Y }[/math], where [math]\displaystyle{ Y }[/math] is a uniformly-distributed random number between [math]\displaystyle{ \frac{X}{2} }[/math] and [math]\displaystyle{ X-1 }[/math] (inclusive).
- Therefore, the base chance [math]\displaystyle{ 1 \text{ in } n }[/math] of an event will, on average, become:
- [math]\displaystyle{ \left( \sum_{k = \left\lfloor \frac{n}{2} \right\rfloor }^{n-1} \frac{1}{k} \right) \div \left\lceil \frac{n}{2} \right\rceil \times \text{luck} + \frac{1}{n} \times \left( 1 - \text{luck} \right) }[/math]
- If the player's luck is less than 0, then there is a chance of [math]\displaystyle{ \left( \left| \text{luck} \right| \times 100 \right) \% }[/math] that the chance is decreased.
- Similarly to the above, the decrease is randomized: if the base chance is [math]\displaystyle{ 1 \text{ in } X }[/math], the chance will become [math]\displaystyle{ 1 \text{ in } Y }[/math], where [math]\displaystyle{ Y }[/math] is a random number between [math]\displaystyle{ X }[/math] and [math]\displaystyle{ X \times 2 - 1 }[/math] (inclusive).
- Therefore, the base chance [math]\displaystyle{ 1 \text{ in } n }[/math] of an event will, on average, become:
- [math]\displaystyle{ \left( \sum_{k=n}^{2n-1} \frac{1}{k} \right) \div n \times \left| \text{luck} \right| + \frac{1}{n} \times \left( 1 - \left| \text{luck} \right| \right) }[/math]
- If the player's luck is 0, the chance will remain unchanged.
For example, for a base probability [math]\displaystyle{ P }[/math] of an event of 1/10 (10%),[a] luck has the following effect:
- If the player's luck is 1.0, there is a 100% chance that [math]\displaystyle{ P }[/math] will be increased to something between 1/5 (20%) and 1/9 (11.11%). The average final probability [math]\displaystyle{ P' }[/math] is 1879/12600 (14.91%),[b] which is an increase of approximately 4.91 percentage points.
- If the player's luck is 0.5, there is a 50% chance that [math]\displaystyle{ P }[/math] is increased, leading to an average final probability [math]\displaystyle{ P' }[/math] of 3139/25200 (12.46%),[c] i.e. an increase of about 2.46 points.
- If the player's luck is 0.0, the final probability [math]\displaystyle{ P' }[/math] is equal to the base probability [math]\displaystyle{ P }[/math]: 1/10 (10%).
- If the player's luck is −0.2, there is a 20% chance that [math]\displaystyle{ P }[/math] will be decreased to something between 1/10 (10%) and 1/19 (5.26%). The average final probability [math]\displaystyle{ P' }[/math] is approximately 9.44%,[d] which is a decrease of approximately 0.56 percentage points.
- If the player's luck is −0.4, there is a 40% chance that [math]\displaystyle{ P }[/math] will be decreased, leading to an average final probability [math]\displaystyle{ P' }[/math] of approximately 8.88%,[e] i.e. a decrease of about 1.12 points.
As an example, for a drop that has a chance of 1/50 (2%) upon killing an enemy, if that enemy is killed 1000 times, one would expect 20 of that drop on average.
- After killing a Ladybug, one would instead get 18 (rounding down) of that drop on average. If it took an hour to farm for this drop, it now would take an additional 7 minutes. Note that the negative Ladybug luck would wear out by then.
- In an Underground Jungle biome with a single Jungle Torch, a Garden Gnome, with 5 minutes of the Lucky buff remaining, on a Lantern Night, one would get 28 of that drop on average. If it took an hour to farm for this drop, it now would take approximately 17 fewer minutes.
When [math]\displaystyle{ n }[/math] is large enough, the effective chance after positive luck modification approaches [math]\displaystyle{ \frac{2\ln{2}}{n} \approx \frac{1.4}{n} }[/math], so positive luck increases the chance of a certain event happening by approximately [math]\displaystyle{ 0.4 \times \text{luck} }[/math]. Similarly, negative luck decreases the chance of a certain event happening by about [math]\displaystyle{ 0.3 \times \left| \text{luck} \right| }[/math].
Item drops
With a few exceptions, almost all drop rates of items are affected by luck. The luck of the player closest to the defeated enemy is used for the calculation.
- This includes the chances of enemies dropping Hearts and Mana Stars, as well as the chances of the Zombie Elf, Scarecrow, Hellhound, and Poltergeist dropping more than one Heart.
- Any time a boss (or certain other enemy, notably Mimics and Biome Mimics) is guaranteed to drop one item from a list, luck does not apply to the choice. The following other boss drops are also unaffected by luck:[8]
- Another exception is the Feather dropping from Harpies, which always has a 1/2 (50%) chance unaffected by luck.[9]
- Only enemy and town NPC drops are affected by luck. The drop rates of items from grab bags like crates or Oysters are unaffected.
NPC spawning
There are several NPC spawn rates that are affected by the player's luck:
- Golden critters replacing a regular critter spawn (including shaken trees).
- A Dungeon Spirit spawning from a defeated Dungeon enemy.
- For this calculation, the luck of the player closest to the defeated enemy is used.
- A Hardmode Dungeon enemy spawning on the wrong wall type (e.g. a Skeleton Commando spawning on slab walls).
- The chance to spawn a Foxparks instead of Cattiva.
- The spawn rates of the following entities:[10]
Other mechanics
- The chance of Coin Portals appearing from Pots is affected by the luck of the player closest to the broken Pot.[11]
- The player with the highest luck will influence the chances of items being available for sale in the Traveling Merchant's inventory.[12]
- While fishing, positive luck gives a chance of [math]\displaystyle{ \left( \text{luck} \times 100 \right) \% }[/math] of silently multiplying fishing power by a random number between 110% and 140%.[13]
- Inversely, negative luck gives a chance of [math]\displaystyle{ \left( \left| \text{luck} \right| \times 100 \right) \% }[/math] of silently multiplying fishing power by a random number between 60% and 90%.
- Actual fishing catches are not influenced by luck beyond fishing power.
- Coins dropped by enemies are affected by luck, with luck causing the game to generate two coin drop values, choosing the greater one with positive luck and the lesser one with negative luck. How much effect this has depends on external factors such as the Midas debuff and Blood Moons, as more spread means the two generated values have more variance.
- At 1.0 luck, enemies will drop between 1.15× and 1.19× as much money on average, depending on the context.
- This applies to bosses as well, but only in Classic Mode. Bosses in Expert Mode drop Treasure Bags, which are not affected by luck.
- Player damage calculations in many situations are influenced by luck; positive luck will be favorable to the player. Both damage dealt (e.g. player attacking enemies with weapons) and damage taken (e.g. player getting hurt by touching a Zombie) take luck into account:[14]
- Almost all damage values are randomized by ±15%, i.e. base damage is multiplied by a random number between 85% and 115%. There is a chance of [math]\displaystyle{ \left( \left| \text{luck} \right| \times 100 \right) \% }[/math] that another random damage multiplier is rolled.
- With positive luck, the higher of the two multipliers is applied to damage dealt; the lower of the two multipliers is applied to damage taken.
- With negative luck, the lower of the two multipliers is applied to damage dealt; the higher of the two multipliers is applied to damage taken.
- This is up to a 5% increase/decrease in average damage before defense.
- Luck affects PvP the same way as it affects regular enemies.
- Thorns Potion, Turtle armor set bonus, Brand of the Inferno and Sergeant United Shield parry damage are all affected inversely by luck, since positive luck values have a chance to decrease potential incoming damage, which would decrease reflected damage caused by thorns effect or parrying.
Not affected by luck
A list of mechanics which are not affected by luck (including points made above):
- Fishing catches (beyond fishing power effects) or Angler rewards.
- Loot from any grab bags item such as crates or Oysters.
- For any boss or enemy drop which is guaranteed to choose one item from a list, the choice is unaffected.
- Some boss drops listed above.
- Feathers have a fixed 1/2 (50%) drop chance from Harpies.
- Any "dodge" mechanic from armor, accessories, etc.
- Ammo conservation rates.
- Event occurrences (luck is itself affected by Lantern Nights as above).
- Health and mana recovery.
- Buff or debuff effects, other than thorns.
- Other things related to random chances.
Wizard luck status
The Wizard will occasionally give the player a general idea of what their luck value is, in place of his regular dialogue.
This content is transcluded from Wizard.
|
Notes
Detailed Ladybug luck
By default, the player has "neutral Ladybug luck", which means that Ladybug luck contributes a value of 0 to the player's overall luck. The player can have "good Ladybug luck", in which case the Ladybug luck value is positive, or "bad Ladybug luck", in which case the Ladybug luck value is negative. The Ladybug luck value is added to the player's overall luck. Both "good" and "bad Ladybug luck" are caused by certain actions by the player, are temporary, and have a set duration, and once it elapses, the player has "neutral Ladybug luck" again.
If the player receives "good Ladybug luck" while they already have "good Ladybug luck", then the durations will not be added. Instead, whichever of the two durations is greater will continue to be counted down. The same applies to "bad Ladybug luck". Additionally, "bad Ladybug luck" can override "good Ladybug luck", while "good Ladybug luck" cannot.
The Ladybug luck value depends on the remaining duration of "good" or "bad Ladybug luck", calculated with the following formula:[15]
[math]\displaystyle{ \text{Ladybug luck}=\frac{\text{Duration}}{x}\times0.2 }[/math]
- [math]\displaystyle{ x }[/math] is 720 if the player has "good Ladybug luck" and −180 if the player has "bad Ladybug luck". The duration is measured in seconds.
For example, if the player has 4 minutes of "bad Ladybug luck" remaining, their Ladybug luck value is −0.267. If they have 42 seconds of "good Ladybug luck" remaining, their Ladybug luck value is +0.01167.
There are two actions that cause the player to receive a specific duration of "good Ladybug luck":
- If the player is close to a naturally spawned Ladybug (i.e. one that has not been released by a player), then they will receive "good Ladybug luck" for
12 /
24 minutes at most.[16]
- The distance between the center of the player's and the Ladybug's hitbox must be less than 800 pixels (50 tiles) for the player to receive "good Ladybug luck", but if this distance is 30 pixels (1.875 tiles) or greater, then the duration of the "good Ladybug luck" is reduced based on the distance, according to the following formula:
- [math]\displaystyle{ \text{Duration} =\left\lfloor 43200\times \left( 1-\frac{\text{Distance}}{800}\right)^{6}\right\rfloor \div 60 }[/math]
- Duration is measured in seconds, and distance is measured in pixels. For Gold Ladybugs, the calculation result is doubled.
- [math]\displaystyle{ \text{Duration} =\left\lfloor 43200\times \left( 1-\frac{\text{Distance}}{800}\right)^{6}\right\rfloor \div 60 }[/math]
There are three actions that cause the player to receive a specific duration of "bad Ladybug luck":
- If the player kills a Ladybug (either naturally spawned or player-released) at a close distance, they will receive "bad Ladybug luck" for
3 /
6 minutes at most.[18]
- The distance between the center of the player's and the Ladybug's hitbox must be less than 400 pixels (25 tiles) for the player to receive "bad Ladybug luck", but if this distance is 100 pixels (6.25 tiles) or greater, then the duration of the "bad Ladybug luck" is reduced based on the distance, according to the following formula:
- [math]\displaystyle{ \text{Duration} =\left\lfloor 10800 - 27\times \text{Distance}\right\rfloor \div 60 }[/math]
- Duration is measured in seconds, and distance is measured in pixels. For Gold Ladybugs, the calculation result is doubled.
- For example, at a distance of 10 tiles (160 pixels), the "bad Ladybug luck" will last
1 minute 48 seconds /
3 minutes 36 seconds. At a distance of 24.5 tiles (392 pixels), the "bad Ladybug luck" will last
3.6 /
7.2 seconds.
- [math]\displaystyle{ \text{Duration} =\left\lfloor 10800 - 27\times \text{Distance}\right\rfloor \div 60 }[/math]
- If the player consumes a Ladybug as bait during fishing, they will receive "bad Ladybug luck" for
3 /
6 minutes.[19]
- If the player kills any town NPC (including the town pets and the Traveling Merchant) other than the Guide and the Clothier, they will receive "bad Ladybug luck" for 1 minute.[17]
As a result, the maximum duration of "good Ladybug luck" is 24 minutes (granted by being close to a Gold Ladybug), with an initial Ladybug luck value of +0.4, while the maximum duration of "bad Ladybug luck" is 6 minutes (caused by consuming a Gold Ladybug as bait or killing one at very close range), with an initial Ladybug luck value of −0.4. Of course, both of these values are merely momentary. After half a minute (assuming no new Ladybug luck is received in the meantime), both values will have already changed to +0.39167 and −0.367, respectively.
Trivia
- When introduced, mismatched Torches could result in a negative Torch luck value, reducing the final luck score. This was changed shortly after, in 1.4.0.3(Desktop, Console and Mobile versions), after a Reddit post criticizing the mechanic garnered attention, causing a large community backlash.[20] Up until 1.4.5, this change caused the Wizard's messages below −0.42 luck to become impossible to see in-game.
History
- Desktop 1.4.5.0:
- Added Lucky Clover, Wilted Clover, Raven Feather, Pretty Mirror, and High Spirits.
- Stinky now gives -0.25 luck.
- Desktop 1.4.4:
- Having the Lucky Horseshoe or one of its derivatives equipped now grants +0.05 luck.
- Having the Lucky Coin or one of its derivatives equipped now grants +0.05 luck.
- Added coin luck.
- Desktop 1.4.0.3: Negative luck influence from Torches capped at a minimum of 0. Incorrect Torches can still remove positive luck influence from Torches.
- Desktop 1.4.0.1: Introduced.
- Console 1.4.0.5.4.1: Introduced with changes from Desktop 1.4.0.3.
- Switch 1.4.0.5.5: Introduced with changes from Desktop 1.4.0.3.
- Mobile 1.4.0.5.0: Introduced with changes from Desktop 1.4.0.3.
References
- ↑ 1.0 1.1 Information taken from the
Desktop 1.4.4.9 source code, method AddCoinLuck()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method GetShimmered()inTerraria.Item.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method UpdateCoinLuck()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method CalculateCoinLuck()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods TryRecalculatingTorchLuck()inTerraria.Player.csandUpdateTorchLuck_ConsumeCountersAndCalculate()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method RollLuck()inTerraria.Player.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, several methods in Terraria.GameContent.ItemDropRules.ItemDropDatabase.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method RegisterMiscDrops()inTerraria.GameContent.ItemDropRules.ItemDropDatabase.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method SpawnNPC()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method CheckPot()inTerraria.WorldGen.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method SetupTravelShop()inTerraria.Chest.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method FishingCheck()inTerraria.Projectile.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method damageVar()inTerraria.Main.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods GetLadyBugLuck()inTerraria.Player.csandRecalculateLuck()inTerraria.Player.csand fieldsladyBugGoodLuckTimeinTerraria.NPC.csandladyBugBadLuckTimeinTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, method LadyBugLuck()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ 17.0 17.1 Information taken from the
Desktop 1.4.4.9 source code, method NPCLuck()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods checkDead()inTerraria.NPC.csandLadyBugKilled()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ Information taken from the
Desktop 1.4.4.9 source code, methods ItemCheck_CheckFishingBobber_PickAndConsumeBait()inTerraria.Player.csandLadyBugKilled()inTerraria.NPC.cs. There may be inaccuracies, as the current
Desktop version is 1.4.5.5.
- ↑ New luck system is horrible : Terraria (archived from the original on 22 May 2020, 01:43:30 UTC) May 20, 2020
- ↑ [math]\displaystyle{ n = 10 }[/math]
- ↑ [math]\displaystyle{ \left( \frac{1}{5} + \frac{1}{6} + \frac{1}{7} + \frac{1}{8} + \frac{1}{9} \right) \div \left\lceil \frac{10}{2} \right\rceil \times 1.0 + \frac{1}{10} \times \left( 1 - 1.0 \right) = \frac{1879}{12600} \approx 14.912698 \% }[/math]
- ↑ [math]\displaystyle{ \left( \frac{1}{5} + \frac{1}{6} + \frac{1}{7} + \frac{1}{8} + \frac{1}{9} \right) \div \left\lceil \frac{10}{2} \right\rceil \times 0.5 + \frac{1}{10} \times \left( 1 - 0.5 \right) = \frac{3139}{25200} \approx 12.456349 \% }[/math]
- ↑ [math]\displaystyle{ \left( \frac{1}{10} + \frac{1}{11} + \frac{1}{12} + \frac{1}{13} + \frac{1}{14} + \frac{1}{15} + \frac{1}{16} + \frac{1}{17} + \frac{1}{18} + \frac{1}{19} \right) \div 10 \times \left| -0.2 \right| + \frac{1}{10} \times \left( 1 - \left| -0.2 \right| \right) = \frac{8787959}{93117024} \approx 9.437543 \% }[/math]
- ↑ [math]\displaystyle{ \left( \frac{1}{10} + \frac{1}{11} + \frac{1}{12} + \frac{1}{13} + \frac{1}{14} + \frac{1}{15} + \frac{1}{16} + \frac{1}{17} + \frac{1}{18} + \frac{1}{19} \right) \div 10 \times \left| -0.4 \right| + \frac{1}{10} \times \left( 1 - \left| -0.4 \right| \right) = \frac{20660539}{232792560} \approx 8.875086 \% }[/math]







