Luck

== Information ==
All Information below has been confirmed by developer interviews and in-game analyses.
Luck is a quantifiable, yet arbitrary mechanic, featured in Sol's RNG. It can be modified in-game in several ways, whether negative or positive. Examples of modifying luck include: drinking a , or wielding a . The only known negative modifier to a player's luck currently is Developer's Blessing & The Wrath I and II. Odds always result in integers. Luck is also NOT compounding, and is purely additive to itself.
A pseudo-random selection process is used by Sol's RNG for determining which aura to give to the player when rolling. The odds will never equal 100%, in this case because they cannot exceed 50%, similar to most RNG mechanics featured in pet simulators and gacha-style Roblox games, where a "Pet's" rolling chances in an "Egg" do not add up to 100%. This is because true randomness cannot exist on a computer.
File:Luckformula1.png
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File:Luckformula4.png
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File:Luckformula6.png
5 Pictures explaining Sol's RNG's luck system in detail (translation by chumering, original explanation from Word.)
== Basic Buffs ==
Basic Buffs are the common types of gaining luck, a basic buff can be earned by either crafting a gear or finding and consuming a Potion. A buff is considered basic by the "Basic Buff" text underlined in the item's description.
Example:
The featured here is stated to be a basic buff, so if you wish to determine what will be a basic buff in the formula used, simply look at the item you wish to use and see what text is underlined.
== Bonus Roll ==
"2 LUCK READY!", also known as the bonus roll, will multiply the player's current basic buffs by x2 for that roll. The bonus roll occurs every 11th roll before being reset. There are a few enhancements to this bonus roll, such as the which multiplies the player's current basic buffs for that roll by x6. Another example is provided by the , which makes the bonus roll mechanic happen every single roll but reduces the bonus down to x1.35. And another example is the , which makes the bonus roll occurs every 6th roll and multiplies the bonus roll by 3x.
== Special Buffs ==
Special Buffs are considered special due to how drastic their effects may be on the player's luck, the only special buffs that are in-game are the and . These are special buffs because they drastically increase your luck for one roll, and as a balance they are not multiplied by the bonus roll mechanic. Special Buffs can only be added to the bonus roll and are ONLY multiplied by the VIP boost.
== VIP ==
In Sol's RNG, you can purchase a VIP Gamepass for 249 Robux, this gamepass grants the player VIP Tag in-game for chat, a walk speed boost, 3 daily quest rerolls, a x1.2 multiplier to quest rewards, and lastly but most importantly: A x1.2 multiplier to the grand total of your luck. The VIP Multiplier is the ONLY buff capable of multiplying special buffs in-game, which means the VIP buff is quite a powerful buff given to VIP gamepass owners.
==Luck Formula==
The luck formula used in Sol's RNG is:
The aura obtainment formula for when it is affected by luck is:
Let's use these formulae to calculate the odds of when you equip Volcanic Device and Gravitational Device's bonus roll with only the VIP boost and NO potions:
(Extra parentheses added for clarity.)
The new luck from the above gear and boost used will result in a luck coefficient of 28.08. +100% luck is equal to +1.0, which means that the Volcanic Device granting +290% luck is equal to a coefficient of +2.9. The bonus roll multiplier is increased to 6 by the Gravitational Device.
The final result is multiplied by x1.2 by the VIP Boost.
Now, this luck coefficient is used on 's chance to determine its new aura obtainment chance:
This is 's chance as a number.
Finding the new chance is simple:
Multiplying 's chance with our luck coefficient from all our above buffs results in this:
Simplifying the fraction to a probability results in it being 1 in 35,610 on a bonus roll!
== Shared Odds==
It is important to note that odds cannot go higher than 1 in 2, so similar odds are calculated by being shared with other auras. Here is a confirmed hierarchy of steps taken by the game to select what aura the player obtains if odds are shared with another aura:
# All rarities are calculated and put into a list.
#The list is sorted in descending order of rarity.
#A number is picked between 1 and the rarity, and if it is 1, that aura is selected. (THIS STEP IS REPEATED FOR EVERY AURA)
#If nothing is selected, the process starts again from step 3.
This means that if odds are shared, out of the auras sharing the same odds, only one will be randomly selected.
* More information about how this process is coded can be found here.
==Trivia ==
*Originally, a 'Weighted Chance System' was wanted by XC (Developer), but the idea was scrapped because the odds would result in decimals.
*This is one of the most common luck formulas used in Roblox games that utilize RNG mechanics, as it works well enough as a probability system, given that true randomness isn't possible on a computer.
*The only effects that provide a negative luck boost are the 'Developer's Blessing?' and 'The Wrath' effects. This could cause rolls to have a quasi-probability, but this is not the case.
Category:Miscellaneous