Now hold on a second there friend. Lucky looter only increases game stage in loot you say? So I should stop suiciding my character and in about 25 days I'll have the same loot effect as the maxed perk?
Oops sorry, I did not mean to ignore your response for a week.
Wait.. so loot quality caps? I thought they would at least stack with each other.
Or yours for two days.
What I said was:
All LL does is give you +50 or whatever to your gamestage when you open a lootable.
I'm not entirely sure what this has to do with suiciding your character or loot quality caps. The mechanism of Lucky Looter, as I understand it, is as follows.
1) Assume you have a character with Gamestage 100, no Lucky Looter
2) Assume that said character buys max Lucky Looter
3) When that character opens a lootable item, the game will "roll" RNG on the contents of that lootable as though the player had Gamestage 150.
Note that I'm not certain if max Lucky Looter is +50 or +100 or what the exact number is. But whatever the actual number is (and of course each lower level of LL adds a smaller amount) as I understand it the game just adds that to your Gamestage to give you an "effective Gamestage" when opening a lootable.
Continuing the example:
4) Assume the character gains 50 GS through a horde night, for a total now of 150
5) When that character (still having max LL) opens an item, the effective GS will now be 200 - 150 "real" plus 50 from LL
I hope that clarifies my understanding of how it works.
Edit to add: from loot.xml, here is an example of how LL would affect what is going on. (Note that in the actual XML it says "level" where I have put "gamestage" - I did this for clarity; the XML comments indicate that level=gamestage.)
Code:
<qualitytemplate gamestage="0,9" default_quality="1">
<loot quality="1" prob="0.764"/>
<loot quality="2" prob="0.765"/>
<loot quality="3" prob="1"/>
</qualitytemplate>
<qualitytemplate gamestage="10,19" default_quality="1">
<loot quality="1" prob="0.742"/>
<loot quality="2" prob="0.7"/>
<loot quality="3" prob="1"/>
</qualitytemplate>
If you were at GS 7, let's say, but you have one level of Lucky Looter which (let's assume) gives you +5 GS for looting, then when you open a lootable you would move from the first <qualitytemplate>, which is for GS 0-9, and instead use the 2nd <qualitytemplate> which is for GS 10-19. Because your effective GS for looting would be 7 (base) +5 (bonus from LL) = 12.
Moving to that 2nd <qualitytemplate> gives you a
very slightly higher probability of a better quality item. If you look in items.xml this sort of thing is all over the place - probabilities dependent on effective gamestage, which is what Lucky Looter will increase.