Looting increases maximum loot drop for most common drops by +1 per level. It increases the chance of uncommon drops by making a second attempt to drop if the original attempt failed. The success chance of this second attempt is
level / (level + 1). Looting also increases the chance of rare drops by +1 percentage points per level (i.e., 3.5% at level I, 4.5% at level II, and 5.5% at level III).
Additionally, Looting increases the chance of equipment drops by +1 percentage points per level (i.e., 9.5% at level I, 10.5% at level II, and 11.5% at level III).
Looting affects any kills while holding the enchanted item in the main hand, not only to kills with the enchanted item. For example, a player can fire a projectile then switch to the looting item before the projectile reaches the target to get the looting effect, or can fire a projectile from the off-hand while holding a looting item in the main hand. This allows looting to work on arrows shot from a bow, as long as the player is holding the looting item when the arrow lands.
Looting still applies to mobs killed with a sweep attack.
Using commands to get higher levels than 3 works as expected, adding higher numbers with a weight of 1. High enough numbers however (like level 2500) may crash the game in Java Edition due to too many dropped item entities.
|This section is a stub, meaning that it lacks some important information. You can help by expanding it with further information relating to the topic.|
|?||Added Looting, which can be applied to swords.|
|1.8||14w04a||Looting now gives a 1 percentage point increase per level to the chance of getting rare drops.|
|Upcoming Java Edition|
|Combat Tests||Combat Test 4||Looting can now be applied to axes.|
|Pocket Edition Alpha|
|0.12.1||build 1||Added Looting.|