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CloverPit Mechanics Explained

Short answer

A detailed explanation for most of the lesser known and hidden mechanics of the game.

Steam Community guide by IngoH.

Preamble

I wrote this guide to help players (better) understand widely unknown, misunderstood, or hidden mechanics used by the game. A lot of these are quite useful to know and can improve your runs significantly.
Please note that this guide aims to explain and clarify mechanics that aren't immediately obvious or have parts to them that most players don't know about. There won't be anything obvious, so don't expect a list of Lucky Charms and what they do, or how to do an Interest build. Although the guide does outline strategies on how to use the mechanics to your advantage, it's not intended as a general strategy guide.
I got most information from reading the decompiled code, with some in-game tests to ensure correctness. It is still possible that some of the information is inaccurate or contains mistakes, however. If you find anything is wrong, please let me know in the comments.
Spoilers are minimal and information about secret content is put in spoiler tags.

Symbols

The probabilities listed on the left are the chances of each symbol type appearing for each individual spot, being picked for rerolls, and being picked for Luck triggers (see below). The starting weights are as follows:
Lemon

: 1.3 (19.4%)
Cherry

: 1.3 (19.4%)
Clover

: 1.0 (14.9%)
Bell

: 1.0 (14.9%)
Diamond

: 0.8 (11.9%)
Treasure

: 0.8 (11.9%)
Seven

: 0.5 (7.5%)
Every (+1) in the game increases the weight by 0.8
If you, for example, pick Sevens

to manifest more often (+1) on the phone, the probabilities become:
Lemon

: 1.3 (17.3%)
Cherry

: 1.3 (17.3%)
Clover

: 1.0 (13.3%)
Bell

: 1.0 (13.3%)
Diamond

: 0.8 (10.7%)
Treasure

: 0.8 (10.7%)
Seven

: 1.3 (17.3%)
Due to being based on weights, increasing them has diminishing returns. Increasing Sevens

by 1 the first time increases the chance of them appearing by 9.8% while increasing it again after only increaces the chance by 8.0%. By the 10th increase, you'll be down to +2.4%.
Halving the chances works as expected, just halving the weight. Division only applies to the current value. Symbols will still increase by 0.8 regardless of being halved.

Luck

How Does Luck Work?

Luck is straightforward: each point of Luck forces one of the slot symbols to change into a specific symbol.

  • With 7 Luck, at least 7 symbols will match.
  • With 10 Luck, at least 10 symbols will match and you are guaranteed to win something unless overridden by sixes.
  • At 15+ Luck, a jackpot is guaranteed unless overridden by sixes.The chosen symbol is determined by the regular probabilities (on the left of the slot machine).

Spontaneous Luck

In addition to base Luck provided by Charms, the slot machine itself can grant random Luck boosts called Spontaneous Luck. These occur under various conditions, explained below.

During the First Debt

During the first debt, random luck events are a bit more likely and impactful than after. These are called Initial Luck Spins (ILS). They happen in set sequences. Below are the five possible sequences of random ILS:

  • 3 9 17 20 35 39 43 89 94 99 104 109 114
  • 2 8 16 19 34 38 42 83 88 93 98 103 108
  • 5 7 15 18 29 33 37 77 82 87 92 97 102
  • 4 6 11 14 28 32 36 71 76 81 86 91 96
  • 3 10 13 23 27 31 65 70 75 80 85 90These sequences are complete. No ILS will happen after the last one. They only apply for the first debt though. You usually won't see past 21, but I wrote them out for completeness for e.g. increased rounds or infinites.
    For math/programming nerds, the actual algorithm is:
    start:
    offset = rnd(5) // 0 to 4, remains the same throughout the run
    on spin:
    spin_num = Current Spin #
    if spin_num == 1:
    → Not Lucky
    mod = 4 + floor(spin_num / 6)
    if (spin_num + offset + 1) % mod == 0:
    → Lucky
    else:
    → Not Lucky
    When triggered, sparks appear and Luck increases by a random amount between 4 and 8 (with 6 being twice as likely as the other values).

After the First Debt

Random Luck after the first debt follows a (different) schedule called Occasional Luck Spins (OLS).

  • The first OLS happens randomly within the first 5 spins after the first deadline.
  • After that:
    Next OLS = (Current Spin #) + 4 + (# of Completed Deadlines) + 50% chance to add 1In simpler terms, OLS will happen every 5-6 spins on the second debt (after the first one), 6-7 on the third, 7-8 on the fourth, etc.
    When triggered, sparks appear and Luck will be increased through these steps:
  • If the spin number is a multiple of 7 → +7 to +9 Luck.
  • If the spin number is a multiple of 3 → +5 to +7 Luck.
  • If the spin number is not a multiple of 3 → +3 to +5 Luck.Note that the "multiple of 7" bonus stacks with the other two.

Pity Spins

If multiple spins give no rewards, the game increases Luck:

  • After 4 consecutive misses → +5 Luck.
  • Each additional miss → +1 more than the last boost.
  • Sparks appear when this happens (so it may look like an ILS/OLS, but it isn't).This happens after the previous steps.

Base Luck Bonuses

If your base Luck (before slot effects, i.e. Luck from Charms) is between 1 and 7, you may get small extra boosts:

  • 1-4 Luck → 1/2 chance to gain +1 or +2 Luck.
  • 5-6 Luck → 1/4 chance to gain +1 Luck.
  • 7 Luck → 1/6 chance to gain +1 Luck.These stack with the previously mentioned other boosts. No sparks appear when this is triggered.
    This happens after the previous steps.

Depression Charm

The Depression charm disables ALL Spontaneous Luck boosts. With Depression enabled:

  • ILS will still follow the usual schedule. Ones with Depression enabled are just skipped.
  • Any OLS scheduled to happen while enabled will happen on the first spin after Depression is no longer enabled and the next one will be scheduled based on this spin.
  • Spins without wins are still counted but Pity Spins isn't triggered (until disabled)

Why would I ever take Depression if all Spontaneous Luck is beneficial?

You wouldn't most of the time, but there are a few very niche uses for it. For example, it can enable Charms benefiting from bad luck like the train-type ones, and you can use it to make bigger patterns less common if your small ones are more valuable.

Predicting ILS/OLS

Due to how ILS and OLS work, it's quite easy to predict when the next one will happen.

ILS

ILS is the easiest of the two. Just note the first spin that had sparks and find which sequence starts with this. For '3', you'll also need to check the second one.
CAREFUL! Pity Spins also show sparks. Do not let this throw you off. It's possible for an ILS and Pity Spins to happen at the same time, so you might need more data points when this happens to accurately determine the sequence.

OLS

OLS is a bit more difficult because it has some randomness. Still, you can always narrow it down to a 50/50 after the first one. When the first one happens, just put in the numbers in the formula and take the two numbers that come out with the random value being 0 or 1.
For convenience, you can ignore the "Current Spin #" and re-interpret it as "spins until the next OLS".
Example.
When the first OLS happens (assuming you're still on the second debt, which should be the case 99.9% of the time):
Next OLS After = 4 + 1 + [0/1] = 5/6 spins.
So the next OLS will either be 5 or 6 spins after that one.
Carrying over between deadlines, you should follow the original number, then use the new "completed deadlines" value when the OLS is triggered in this new deadline for calculating the next one.
The most effective way of learning when an OLS is guaranteed to happen is just performing the first predicted spin, and if it's not an OLS, you are 100% guaranteed to see one next spin. If it is an OLS, just try again for the next one.
As with ILS predicting, be careful with the sparks from Pity Spins!

Benefits of Predicting ILS/OLS

If it's not clear to you how you can use this to your advantage, below are some examples.

  • You can intentionally pick less spins so that Rotated Hamsa overlaps with an ILS/OLS for a very lucky last spin.
  • You can stack Red Shiny Rock, Ancient Coin, Golden Horseshoe with ILS/OLS for extra lucky spins.
  • During the early debts, you can determine when two (or more) ILS/OLS are due for the next 7 spins and focus using your triggerable/specific Charms on this.

666

The probabilities for rolling sixes work as follows:

  • Triple Six (



    ) → Chance as listed, capped at 30%.
  • Double Six (


    ) → 6%
  • Single Six (

    ) → 7.5%The chances of


    and

    are set and will never change.
    The checks run in order:
  • Roll for



    .
  • If failed, roll for


    .
  • If failed, roll for

    .Example (1.5%



    chance):




→ 1.5%



→ 6% (5.91% when accounting for previous condition)


→ 7.5% (6.94% when accounting for previous conditions)

  • Total chance of any sixes = 14.4%
    Sixes are rolled after everything. You can't prevent them from showing up, no matter how high your Luck is. They are completely unaffected by Luck.

Multipliers

The total value of a winning pattern is calculated as follows:
Symbol Value × Symbols Multiplier × Pattern Value (max ~1.8e308) × Patterns MultiplierAll of these are displayed to either side of the slot machine. Symbol Multiplier and Pattern Multiplier are essentially the same, multiplying the total value. The only difference is which Charms, Traits, etc. affect them. In fact, all of these are practically the same. Doubling one of them will always double the total.
When considering which to increase, it's most efficient to look at the ratios of the increase. For example, increasing Sevens from 35 to 42 (+20%) is less effective than increasing Symbol Multiplier from 2 to 3 (+50%).
It's not always optimal to just pick the one with the highest ratio though, as some of the values are harder to increase than others. Patterns Multipliers are generally less common and smaller than Symbols Multipliers, so you may want to consider picking a Patterns Multiplier over a Symbols Multiplier even if the ratio is slightly smaller to take another Symbols Multiplier later on.

Lucky Charm Rarity

Lucky Charms have a rarity assigned. This is indicated by the pepper displayed by them. The game only shows 4 of them, but there actually are 7; the last three groups are split up in two subgroups with different sub-rarities. As you can guess, the higher the rarity, the less likely it is to show up.

  • COMMON Charms (**Charms with

    **) are the most likely
  • UNCOMMON Charms (Of

    : Crowbar, Hamsa, Calendar, Super Capacitor, Property Certificate, Demon's Horn, Necronomicon, Gabihbb'h, Clover Picture, Bell Picture, Sheep, Wheat
    ) are 10% less likely than COMMON
  • MILDLY RARE Charms (Charms with

    , except above
    ) are 20% less likely than COMMON
  • RARE Charms (Charms with

    , except below
    ) are 35% less likely than COMMON
  • VERY RARE Charms (Of

    : Pareidolia, Number One, Chastity Belt, AA Batteries, Vorago, Barathrum
    ) are 50% less likely than COMMON
  • LEGENDARY Charms (Charms with

    , except below
    ) are 65% less likely than COMMON
  • ULTRA LEGENDARY Charms (Of

    : Electricity Meter, Music Tape, Dark Lotus, Swole Cat, Megaphone
    ) are 80% less likely than COMMONKeep in mind that these probabilities apply to individual Charms, not rarity groups.

    Charms show up more than

    ones simply because more Charms are of

    rarity.
    In practice, a random item is picked and randomly rerolled with the above probabilities (COMMON never rerolls, UNCOMMON has a 10% chance to reroll, etc). In most cases, this detail can be ignored. However, there is a limit of 100 rerolls to this. If this limit is reached, the original item is kept. The store initializes with four basic Charms before stocking for the first time to make sure it always has a Charm to fall back to. Reaching this limit is very unlikely though.

Memory Card Rarity

Rarities for Memory Cards work the same as Charms, but they have different rarities, changed probabilities, and no subgroups.

  • COMMON Cards (

    ) are the most likely
  • UNCOMMON Cards (

    ) are 15% less likely than COMMON
  • RARE Cards (

    ) are 35% less likely than COMMON
  • EPIC Cards (

    ) are 50% less likely than COMMONThe game choosing them also works the same as Charms by rerolling higher rarities more often. If 100 rolls fail, it will default to Cold Affection.

Phone Calls

Evil Calls

Sometimes the phone will have red options. This is an "Evil Call". Evil Calls aren't actually random. They activate if:

  • 666 was unlocked at the start of the deadline.
  • Super 666 was unlocked at the start of the deadline.
  • The PREVIOUS round (ignoring skipped ones) scored a 666 on the slot machine.It's important to note that the game only determines the type of call you'll get when you pick up the phone for the first time. This is only relevant to the third condition, but you must remember this when aiming to intentionally get Evil Calls (or not). As soon as you roll the slot machine, you'll lose any scheduled Evil Calls by the third condition. This works the other way around too though: you can get an Evil Call by scoring a 666 in the previous round of the same deadline, but only if you haven't picked up the phone yet this deadline.
    The previous distinction means that you must always pick up the phone to cross out the sixes on the floppy disk. Even if an Evil Call is guaranteed during a deadline by one of the first two conditions, the game will not register as such if you never pick up the phone, and the floppy won't get a six crossed out.

Rarities

Phone call options also have rarities. These work the same as Charms and Memory Packs.

  • COMMON appears the most.
  • UNCOMMON appears 15% less often than COMMON.
  • RARE appears 35% less often than COMMON.
  • ULTRA RARE appears 60% less often than COMMON.
  • LEGENDARY appears 75% less often than COMMON.Rerolling works slightly differently. The limit for this is 1000, but for the last 10 rolls, abilities will never reroll because of rarity (but they will still reroll if ineligible or duplicate). This limit applies to all 4 generated options (the fourth one is always pregenerated) and if the limit is reached, all remaining ones will be set to the fi

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