Anthem

Anthem Dev Tracker




28 Feb

Comment

Originally posted by Geksinforce

Can you guys make it so whites and greens don't drop when you're above level 25 they're completely useless and feel like a wasted space

Comment

Originally posted by HappyLittleRadishes

w-wait

So luck has no effect whatsoever on loot rarity until it's OVER 100%?

Many (I presume ALL) players reasonably assumed that [Support +60% Luck] meant "you are 60% more likely to get rare gear", or "your odds of finding MW's is multiplied by 1.6x".

But you are telling me that it actually means "you are 0% more likely to get rare gear UNTIL you get more than 100%, THEN AND ONLY THEN it starts affecting your gear rarity drops"?

  1. What, then is the point of expressing it as a percentage, if rare loot probability isn't being affected proportional to the % luck? Why would you purposefully express the statistic as a percentage when it does not behave like one?

  2. Why does Luck fail to affect rare loot probability until it reaches an arbitrary threshold?

  3. Do other statistics expressed in percentages work on a similarly tier system? Does [Ammo Drop +50%] not increase the rate of ammo crystal...

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I updated the post after doing a bit more digging - Base luck is 100 for everyone.

You're probably right that Luck should not be represented as a percentage... because it's not really one. We can probably look at changing that so it's more clear. It's really a "Luck value" not a %. 😊

Comment

Originally posted by JerryDaJoker

Not necessarily. Keep in mind that these seem to be directly pulled from code, so the 0-100 bracket is more than likely something to prevent the code from breaking if somehow it is reduced to below 100, rather than saying luck below 100 is supposed to exist in game.

Yeah, this is correct - I spent a bit more time digging into it. Everyone has 100 luck by default (I'll go and edit the post above).

The highest threshold will be reached once you have 90 bonus luck. 😊 (Good guess, and sorry it took a bit to get back to you!)

Comment

Originally posted by TheEmpireWasRight

The way you describe other factors masking the effects makes it sound like diminishing returns are involved in the rate and rarity formulas.

In which case, luck is actually less effective on higher difficulties, against tougher mobs, etc... Is this the case, or are you just saying that the drop rate bonus from the mob type is more significant than the luck bonus?

Also, you mentioned that it only applies to the maximum potential rarity for your difficulty. However, if drop X has a higher probability of rolling Masterwork due to luck, should we not inherently see a smaller % of Common-Epic drops?

Specifically for drop rate, some of the modifiers that are applied based on enemy type are more significant than the luck bonus.

Yes, as your odds increase of getting your top rarities - the others shrink. So at level 30, you get an increased chance of MW/Leg and a decreased chance of Common-Epic. 😊

Comment

Originally posted by GorillaDump

Any update on making GM2 and GM3 worth going through?

The drop chances of masterworks and legendaries is not that much more noticeable in GM2 and GM3 to warrant such a daunting task.

looking into this. understand the problem space for sure.

Post

Hey All,

First off, thank you for all the feedback around loot drops, this is what we have heard:

  • Many inscriptions are not useful to the item they are attached to
  • Due to this, players need to get many masterworks of the same item to find a “good one”
  • Players want the frequency of masterwork drops to increase to help with the above OR…
  • They want us to change how masterwork inscriptions work so that they are more “useful”

There is more feedback, the above is a summary.

This is our plan for changes to go live on February 28th or March 1st (central US time)

  • Inscriptions are now better for the items they are on
    • This applies to new items earned in Anthem (not existing ones in your Vault)
    • If an inscription applies only to the item it is on (gear icon), it will be useful to that item. Otherwise the inscription will provide a Javelin wide benefit
    • For ...
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Comment

༼ つ ◕◕ ༽つ Summon the u/BenIrvo ༼ つ ◕◕ ༽つ

Comment

Originally posted by Favure

I’m sorry but I just put together a melee ranger build with MW frost grenade and MW pulse blast, which equates to a 235% melee damage, I also stacked on the MW component granting me an additional 30% melee damage, so with all buffs and passives active I was able to reach 265% melee damage and on gm1 and I wasn’t even able to kill or barely even do half the health of a red bar scorpion or red bar scar.. where was this tested this on hard mode? I know this is a week or so old and I’m not trying to be an ass but a lot of these MW perks and components feel horrible on the ranger and the good ones like recurring vengeance (MW seeker missile) doesn’t even work if you get a combo kill.

This melee build is in no way viable especially due to the fact that it wants you to freeze an enemy, follow up with a long range detonator then rush in with a melee before your buff goes away to not even be able to kill the weakest enemy on gm1. If rangers melee had no cooldown or the buffs also a...

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Thanks for the awesome feedback Favure. We’re actively and regularly reviewing all of the Masterworks. More to come.