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Forum » COMMUNITY » FAQ's » Luck (How luck works)
Luck
Heamo_GoblinDate: Monday, 2017-07-03, 2:11 AM | Message # 1
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Luck

Luck is an item property found on various equippable items. Luck stacks across all items that a character has equipped to make up their Luck score, which can be viewed on the Character Status Menu. This Luck score can then be augmented by various temporary Luck boosts from other sources. A character's total Luck is used when loot is spawned on creature corpses. It gives a chance of there being a greater amount of loot, a chance of a greater number of properties on said loot, and a chance that those properties will be of greater intensity. It should be noted, however, that this is only a chance of more and better loot, and that Luck has no direct affect on what specific items will spawn and what specific properties will spawn on those items.
Luck has the following effects
  • Loot obtained from monsters, SoS Chests, Treasure Chests, Dredging Hooks, and as Quest Rewards will be influenced by the luck of the individual getting the loot.
  • Loot obtained from Dungeon Chests and Khaldun Puzzle Chests will have loot influenced with a random luck value
  • Luck is also used on vary many of the systems that we have placed into the shard as of now the list of systems that luck affects is as follows.
  • Bio Engineering, Rune Crafting and Enhancing, Pet Breeding, Weapon Socketing, Global Loot Item Drops.



Effects

Normal Loot

The Roll

Normal loot that spawns on creature corpses, other than gold and a few other special items, is generated upon the death of the creature, not before. Upon the death of the creature, a roll is made against the Luck of the character who did the most damage, I.e. "the top attacker," on a scale of 0-99 in order to determine whether there is a loot increase.

  • The RNG generates a number from 0-99.
  • The top attacker's Luck is evaluated to determine their percentage % chance value, which is derived from the equation:

  • This percentage % chance value is then rounded to a whole number.
  • The rounded percentage % chance value is then compared against the number generated by the RNG as follows:
    • If (Luck percentage % chance value > RNG value)
      Increase loot Else Do not increase loot Example: The RNG rolls a 30. The top attacker's Luck is evaluated and results in a rounded percentage % chance value of 56. 56 > 30, so the loot is increased.

    This roll applies to all loot that is spawned, even that which is given to other attackers in their own instanced corpses; the top attacker's Luck applies to everyone.

    Number of Items
    Each type of creature in the game has its loot determined by predefined loot tables that dictate both the type of loot available and the number of items that can spawn. The number of items that spawn on a particular creature's corpse is a random number in the range of one (1) to a maximum number as defined in that creature's loot table. When a creature is killed, if the roll made against the top attacker's Luck score is successful, the number of items spawned on the creature's corpse will be increased by one (1), unless this new amount would be greater than that creature's loot amount cap.
    • Example: A particular creature's loot amount cap is 10 items. A character with high Luck kills the creature, the game rolls against the character's Luck score, and the roll is in favor of the character. The game rolls and decides to spawn 10 items on the corpse, which is increased by 1 from the top attacker's Luck roll, resulting in 11 items being spawned. However, this is greater than the creature's loot amount cap of 10 items, so only 10 items spawn, instead of 11.


    Number of Item Properties
    In the same way that creature loot tables define the number of items that drop on a particular creature's corpse, they also define the number of properties that can spawn on those items. The number of properties that spawn on an item that is dropped by a particular creature is a random number in the range of one (1) to a maximum number as defined in that creature's loot table. When an item is spawned on a creature's corpse, if the roll made against the top attacker's Luck score is successful, the number of properties spawned on the item will be increased by one (1), unless this new amount would be greater than that creature's loot amount cap.
    • Example: A particular creature's cap on the number of properties per item is 3 properties. A character with high Luck kills the creature, the game rolls against the character's Luck score, and the roll is in favor of the character. The game rolls and decides to put 3 properties on the first item spawned on the corpse, which is increased by 1 from the top attacker's Luck roll, resulting in a total of 4 properties to be spawned on the item. However, this is greater than the creature's cap of 3 on the number of properties per item, so only 3 properties spawn on the item, instead of 4.


    Item Property Intensities
    Creature loot tables also define the range of intensity of item properties on items that drop on various creature corpses. The intensity of a property on an item dropped by a particular creature is a random number within a range which is a subset of the entire range of a particular property. When a property is spawned on an item on a creature's corpse, if the roll made against the top attacker's Luck score is successful, the property's intensity will be increased by 10% of the property's overall maximum value, unless this new amount would be greater than the top end of the possible intensity range of that creature.
    • Example: The overall range for a particular property is 1 to 50. A particular creature's item property intensity range is 0.25 to 0.3, which results in possible values of that property of 13, 14, or 15. A character with high Luck kills the creature, the game rolls against the character's Luck score, and the roll is in favor of the character. The game spawns a weapon on the creature's corpse with that property with an initial value of 14, which is increased by 10% of the overall maximum value of 50 (5), resulting in a property value of 19. However, this is greater than the creature's cap of 15, so the property is capped at 15, instead of being set to the full 19.


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