Luck analysis and reward forecasts from your $lk display
| Reward | Current | Loots to get target | ||||||
|---|---|---|---|---|---|---|---|---|
| p5 | Median | p95 | Mean | P(≥1) | Desired +N | Est. loots | ||
$lk mixes in $kt contributions, so its spread is wider than other rewards.$klvalue so the amounts are right.For more information on the models used by this calculator, refer to the full writeup of the investigation.
The calculator estimates your per-loot spawn rate two ways and blends them:
$lk snapshots submitted by players.The two are blended by sample size: trust the empirical table where N_eff is high, fall back to the parametric model where it is low. The blend constant κ is tuned by calibration.
Every estimate has two independent sources of uncertainty:
Var = r · mean, where r is a per-type over-dispersion parameter. This is the natural variance you'd see even with a perfect rate estimate, and it's what makes a single loot's result unpredictable.Both combine into the forecast and inverse bands you see in the results.
Luck ranks your observed cumulative count against players in a similar state. Peer snapshots near your loot count, at compatible quality and quantity, are projected to your exact loot count and your count is ranked among the projections — so the percentile measures how you compare to typical players at your state, not where you sit inside a bin. When too few peers exist, a negative-binomial model at your state is used instead ("modeled"). This peer-based comparison is what shows as "empirical" in the results. >50% means you're luckier than a typical player at your stage.
Forecast is a Monte Carlo simulation: it draws thousands of negative-binomial outcomes at your blended rate, each scaled by an epistemic rate-CI sample, then takes percentiles for the band.
Inverse works backwards from a target: "how many loots until I get N more of this reward?" It bisects on the decay integral to find the smallest horizon X where the expected count reaches your target. The band comes from the rate CI — optimistic (high rate) needs fewer loots, pessimistic (low rate) needs more.