Help on implementing a luck multiplier feature

I have this code to calculate a min and max for a ‘luck’ system and i want to add something where itll make a certain rarity x2 the luck like Bubble Gum Simulator.

Full code:

function SetRandomMinMax(eggToHatch)
	local currentMin = 0
	local currentMax = 0
	for k, v in next, eggModule.Eggs[eggToHatch].Rarities do
		currentMin = currentMax + 1
		currentMax = currentMax + v["Chance"]
		print(currentMax)
		local module = require(script.Parent.LuckEvent)
		if game.StarterGui.Events.x2Luck.Enabled.Value == true then
			if v["Rarity"] == "Epic" or v["Rarity"] == "Legendary" or v["Rarity"] == "Secret" then
				currentMax = currentMax * module.getLuck()
				print(currentMax)
			end
		end
		eggModule.Eggs[eggToHatch].Rarities[k]["Min"] = currentMin
		eggModule.Eggs[eggToHatch].Rarities[k]["Max"] = currentMax
	end
end

the part that adds it:

local module = require(script.Parent.LuckEvent)
		if game.StarterGui.Events.x2Luck.Enabled.Value == true then
			if v["Rarity"] == "Epic" or v["Rarity"] == "Legendary" or v["Rarity"] == "Secret" then
				currentMax = currentMax * module.getLuck()
				print(currentMax)
			end
		end

problem: the second rarest pet (keep in mind its 1/2 million normally.) gets hatched way to often (like every 2-4 hatches)

2 Likes