Discussion in 'The Veterans' Lounge' started by strongbus, Feb 10, 2019.
Is that with 40 sec forage refresh (max druid) or different refresh timer?
Each item gets its own roll. But with the weighted curve, it would not be unusual to see two of the same items at 4.
Thanks for the quick response. Just means our master auctioneer needs to be alert when there are two non-visibles in chest.
Ok, thank you. That explains my confusion.
Does that mean the 0 luck items we've seen are bugged?
Do you mean 0% items? I believe those have 1 luck. 2 is 25%, 3 50%, 4 75% and 5 100%.
that probably means that that item is a charm and you don't match the charm requirements enough for it to round to 1
and yes, look carefully... it's likely you are seeing 1 0% which LOOKS like 0, but is actually 1 with 0% progression towards 5.
Are you actually getting three forages with your Ranger? I cannot replicate this in game with the amount of +luck items I have to hand.
12 Luck = no Lucky forages over approximately 90 minutes (not constant foraging but often while looking for collectibles).
23 Luck = three Lucky forages in around 15 minutes.
The threshold for lucky Forage is 20 (with another boost at 50)
Are the benefits of luck for lucky defensive checks also in bins of 10?
1-9, 10-19, 20-29, etc?
Can we find a comprehensive list of the luck soft and hard caps? ie forage 20/50.
It would make a huge difference when deciding if going in on that item with 4 vs 5 luck will be worth it.
Well i did some testing with 0 luck and 50 luck on Beta server.
Out of 100 spell casts i had average 75 crits with 0 luck (I know twincast etc makes it harder to be 100% right)
Out of 100 spell casts i had average 85 crits with 50 luck.
With 50 luck a lot of my casts was lucky critical, but it seems like some of the lucky criticals would still have been a normal crit with 0 luck.
Didnt GMs also say luck stat was made better on beta due to them wanting some numbers for it?
What i am trying to say, i dont think the numbers is all that easy to figure out.
Yes, the numbers were different, and fairly high, until late beta.
Lucky crit chance is fairly high still, though the damage it ads, not as much as it was on early beta.
As for a complete list. At this time I don't want to give it out.
I will say that defensive luck is NOT every 10. There is not much design space for me to work with these, so they will stay in low values, and not upgrade often.
Why? Players have as much interest in the development team to effectively implement and parse the functionality of the Luck stat. It's a new stat and players are left confused on effectiveness, measurability, and transparency.
I currently have ZERO luck. However I get a lot of lucky criticals. Does not seem to make sense.
speculation: contrary to the magelo profile arranged to show max stats to rank higher online, the gear you actually wear includes evolving shoulders or ring that you're working on leveling up. Each of those has Luck stat
So will the luck stat "overtake" some hits/spells that would have been a crit anyways with 0 luck?
Separate names with a comma.