With these changes, it appears Luck has moved from third order stat to fourth order stat. Fine by me.
I don;t know where you got your data... but checking the change-log, it has been your right hand value since nov 30 2018. I.E. before TBL launch. The entire changelog is below: in September we had TEST data we used for testing the system. The Nov 30, 2018, I put in the real data. (you can see the delete early) Then Nov 15, 2019 I put in the new data. At no point did I "nerf" the crit damage increase. I *did*, as mentioned, slow the increases. in ToV. but it's ALL increases. 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 10 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 50 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 75 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 10 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 15 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 100 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 70 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 90 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 20 10-Sep-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 30 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 LUCK_MIN 10 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 50 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 75 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 VALUE_MIN 10 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 VALUE_MAX 15 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 LUCK_MIN 100 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 70 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 90 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 VALUE_MIN 20 30-Nov-18 ABELL delete SKILL_LUCK_DATA 6 VALUE_MAX 30 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 1 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 40 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 50 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 5 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 10 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 10 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 10 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 15 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 20 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 15 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 20 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 30 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 20 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 25 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 40 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 22 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 27 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 50 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 25 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 30 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 60 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 27 30-Nov-18 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 32 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 70 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 29 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 32 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 80 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 30 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 33 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 90 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 31 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 34 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 100 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 32 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 35 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 110 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 33 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 36 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 LUCK_MIN 120 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MIN 45 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 CHANCE_PCT_MAX 55 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MIN 34 15-Nov-19 ABELL insert SKILL_LUCK_DATA 6 VALUE_MAX 37 This is not data we changed willy nilly.
First, thank you very much for confirming the luck numbers. It is good to have this information. I am very glad to have this information before I started to bid on ToV raid items. Second … wow. Luck stat doesn't really do much at the higher levels. 25-30 to 34-37 by doubling the stat. This feels like another visible damage type gear focus. The ones that seem great, but really don't mean a whole lot due to when that boost enters the damage calculation equation. Third, can we erase this thread so I can get the 6 luck items that drop for a song when bidding?
Thanks for the reply but sorry to see how neutered this is now. Is the same scaling logic applied to heroic dex dps benefits for melee and tanks?
Thank you for posting the internal data. I take posting accurate information seriously, and would not have posted that if I didn't fully believe that I had tested up through 60. That said, I can't find the 40+ luck tests (although I found about 30 hours of luck tests up through 39 ), and while I'm terrible at organizing my parses/data, I essentially never delete anything. If I don't have them, they probably don't exist. I can corroborate at the very least that 50 luck was 25% to 30% (not 30% to 35%) critical damage back in June from controlled parses I ran on other things (wasn't looking at luck at the time). Anyhow, I very much apologize for posting incorrect information.
I know I did a lot of testing in January because that's when I updated my web app and I purchased group items for luck on FV to do some parses. However, I may not have tested above 30 ish at that time which would explain why I didn't catch it either. Either way I think scaling like it's doing makes sense. This way it's less important to have max luck in every single item. Trying to do that in TBL was a little annoying.
The initial implementation of luck in TBL was interesting and innovative. The newest design of it being compounded and potential devalued as a function of level increases and expansion releases is just going to cause confusion and apathy. At some point, the strategy the people will play more to get 2 or 3 of the same item for fusing is going to backfire. Instead, embrace the great innovations you do make. Type 18/19 augs are a freaking homerun. it allows players customization opportunities that weren't there before while not breaking the game. I was thrilled to see you continue it on the earring. "Luck" could easily be reborn as a type 18/19 aug that obsolete as a function of gear evolution. It will also eliminate the time to redevelop the scaling every expansion, which is a complete waste of resources. Oh and while your at it, please kill off purity. Just add the stats in the base gear and be done with it. This would be another warmly received consolidation like AA was.
Come on, guys...It's a boost...whether it's a dime's or a dollar's worth...stop whining like it's a nerf.
I don't understand how things work. I do get a lot of luck criticals but I don't know whether if I had zero luck it would be a normal critical. I mean, you can only get one critical per spell/attack, right? So if the Luck critical does not go off, it then has a chance for a critical from other means, right? In any case, Luck is pretty much a free bonus (unless you get two items and combine them to increase the luck, which is expensive in several ways), so I don't really worry about it. I consider it another small bonus, which if you consider all of the "small" bonuses we get, they really add up to a lot. EQ is really a game of small bonuses that add up to a big benefit. In fact, one of the problems with so many "small" factors is that you can get very spikey damage (on the player or merc tank is what I consider) because there are so many random rolls involved. I mean if the RNG decides to max (or close to max) all the rolls that cause damage to the tank, you can get a huge spike of damage out of nowhere. Sure, overall it averages out. But with the RNG "average" is just that. Sooner or later the dice rolls will come up with non average figures.
Lucky turns hits that are already critical into slightly better criticals, sometimes. It does not generate any additional crits.
For the crits. Luck is rolled if you make a crit... so it "converts" a normal crit to a lucky crit. It's not an additional chance to crit. To quote the internal documentation "Add to the damage of crits" So it makes crits you get better (randomly)
Ok, created a Luck article https://everquest.fanra.info/wiki/Luck with this information. It was overdue, all the info on Luck was in The Burning Lands article and we've moved past that. I still need to add more information on Crystallized Luck, though. I guess there are people who combine two identical items to improve Luck but that's a bit beyond my desires. And doing that with raid gear means you need to loot the same raid item twice, which would not make some (my) guilds happy. I actually did have the information that it doesn't add a crit but improves it, but I didn't really read it. Now that it has its own article, it should be clearer to me. I just went with the in-game text that says, "You healed Gulaz for 116066 (158815) hit points by Viridavida Rk. III. (Lucky Critical)", and assumed that it was a separate type of critical, rather than a normal critical with a lucky bonus added.
I didn't pay attention to getting max luck until recently. It appears to me that a character can't get into the 120+ luck bucket unless they're willing to give up either the Djarn's ring or the Tabard shoulders from TBL since they are only 5 luck max? It would be nice to see +5 Luck on the Rallos Zek Devotee type 19 augs. Then you could keep BIS ring and shoulders and still be able to max out the Luck stat.
I really should start giving a Luck I'm at 106 luck and haven't been too motivated to at least grab 4 more points to get to the next goal post. I'm not really complaining, I'm actually sort of glad the stat doesn't have too much bearing on your dps output. It seems like it's still your first point in Luck is all you really need, despite increased scaling for the 120 Luck cap. The average hits I see and the frequency in GamParse from under geared apps and alts aren't really impressive. I think I'd rather it just stay this way, though. I don't want to have to micro manage a stat that's tied to RNG.