Diamond lucky blocks contain several generally positive item outcomes that each have an equal probability. The following is a list of every possible outcome of Diamond lucky blocks, according to brief trials and my common knowledge:
There are 48 normal mode outcomes in total, so each drop should have a 1/48 or 1/49 probability, a little over 2%. I’m not sure if any of these outcomes are exclusive to normal mode, and I’m pretty sure crazy mode and blessed mode don’t affect anything. Because every drop has an equal probability, I’m going to skip the graphs and statistics here because they’re pretty pointless.
Well, that was certainly was easier than the previous two posts, the information provided by Laura definitely made that a whole lot easier, and I might have struggled to figure out that the distribution is actually unweighted. I think this data clearly shows why diamond lucky blocks are so unbelievably busted in the current version of lucky islands. In case anyone is wondering all that’s left is to figure out what outcomes are positive, negative, and neutral, then we should be able to calculate the rest of the drop rates accurately. This was one of the few things Laura refused to tell me during our conversation last post, and I’m honestly just grateful for all of the other data I did get. Apart from trying to use common sense to decide what outcomes are good, bad, or passive, there is one last way we should be able to figure out, but you guys will have to wait and see…. After I figure out the drop categories for the food and blocks lucky blocks, I’ll also be making one last post just for fun, seeing how close my statistics were to the true parameters.
Edit: forgot to add diamond axe
Regular bow |
Tipped arrows bow |
Regular crossbow |
Quick shot crossbow |
Multishot crossbow |
Explosive bow |
Automatic bow |
Shotgun bow |
Tnt wand |
Slime wand |
Dragon wand |
Regen wand |
Lightning wand |
Shield wand |
Shield wand the sequel (don’t ask) |
Mob wand |
Frozen path wand |
Potions |
Armor stand |
2 steak |
5 steak |
5 golden apples |
Enchanted golden apple |
Golden carrot dude |
24 crystal blocks |
24 dirt |
Golden axe |
Enchanted golden item (op only) |
Enchanted Diamond item (op only) |
Golden sword |
Iron sword |
Diamond sword |
Fire sword |
Lifesteal sword |
Shulker sword |
Explosive boots |
Fire chestplate |
Swapper |
God axe |
Iron boots |
Chain boots |
Iron chestplate |
Golden chestplate |
Chain chestplate |
Iron leggings |
Chain leggings |
Golden leggings |
Iron helmet |
2 raw mutton |
Pickaxe and ore |
Diamond axe |
Well, that was certainly was easier than the previous two posts, the information provided by Laura definitely made that a whole lot easier, and I might have struggled to figure out that the distribution is actually unweighted. I think this data clearly shows why diamond lucky blocks are so unbelievably busted in the current version of lucky islands. In case anyone is wondering all that’s left is to figure out what outcomes are positive, negative, and neutral, then we should be able to calculate the rest of the drop rates accurately. This was one of the few things Laura refused to tell me during our conversation last post, and I’m honestly just grateful for all of the other data I did get. Apart from trying to use common sense to decide what outcomes are good, bad, or passive, there is one last way we should be able to figure out, but you guys will have to wait and see…. After I figure out the drop categories for the food and blocks lucky blocks, I’ll also be making one last post just for fun, seeing how close my statistics were to the true parameters.
Edit: forgot to add diamond axe
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