What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of *neutrality*?
All I know is that my gut says... Maybe...
What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of *neutrality*?
All I know is that my gut says... Maybe...
This has since been updated, you start with 100 base luck, so you dont need anymore than 90
I just noticed there was another thread about this!
It's as you say (wanted to confirm).
Everyone has a base of 100 luck. After 90 bonus luck, you're not going to get any additional benefit.
Hope that clarifies things a bit! 😊
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
Read morew-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"?
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?
Why does Luck fail to affect rare loot probability until it reaches an arbitrary threshold?
Do other statistics expressed in percentages work on a similarly tier system? Does [Ammo Drop +50%] not increase the rate of ammo crystal...
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 %. 😊
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!)
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. 😊
Hi Brenon, thanks for the breakdown. Anecdotally something seems off since the last loot patch with this stat. I have a 241% luck build and I consistently get less MW when running it than a 35% build. This has been on every difficulty from easy to GM1. I have played 6 hours each day this week and something seems quite off. Not sure if you can check with the systems team or programmers that something is off with implementation.
Additionally as a side note i get rarer items in easy mode than i do in GM1 running tyrant mine. I would assume this is not the intended design. Confirmed this with 10 runs on easy and 10 runs on GM1 with the same 241 luck javelin
Hmm, I'll poke some folks and we'll take a look. 😊
Speaking of credit for kills, any insight into why we aren't getting credit for "There Be Giants" kills if we're downed when the Giant dies?
Probably the same bug (I mentioned in a different thread on this topic) 😶.
Since you're willing to give us numbers, maybe you can enlighten us how cooldown works? I did some testing yesterday and came up with these numbers.
Binary Star 20 seconds
0% gear = 20 seconds
10% gear = 18 seconds
20% gear = 16.6 seconds
30% gear = 15.4 seconds
40% gear = 14.3 seconds
50% gear = 13.3 seconds
60% gear = 12.5 seconds
70% gear = 11.6 seconds
80% gear = 11.0 seconds
90% gear = 10.5 seconds
100% gear = 10.0 seconds
200% = 6.5 seconds
220% = 5.9 seconds
270% = 5.4 seconds
290% = 4.6 seconds
How are percentages applied (diminishing returns?), or is there threshold limits like with luck?
I don't believe cooldown is threshold based, it should just reduce the cooldown (probably to a cap). I'd have to go and dig into it to see specifically how it's working there (and unfortunately, I do need to get back to work! 😊)
But if luck affects both quantity and quality, wouldn't killing an Ursix nullify the quantity aspect of luck, but not the quality aspect?
In my experience, an Ursix always drops 2 items. I'm certainly not expecting to get 3 items to drop when running with 190% luck, but shouldn't repeatedly killing an Ursix with 190% luck result in a greater proportion of rare items as compared to repeatedly killing an Ursix with 0% luck?
You're technically correct (which is the best kind really!)... if you could isolate just those things your luck will factor into the final rarity that you get.
However, there are a whole bunch of other factors... like if the Ursix is the mini-boss for an encounter it might have been scripted to have slightly better rewards.
Basically, everything being equal it should help you get slightly better stuff - but it's complicated because stuff is rarely the same situationally. 😊
Read moreHi Brenon - thanks a lot for taking the time to post on this. I thought Ursix would be a good study as I knew my ability to a log a significant pool of results would be difficult (full time dad and stuff) so something with an inflated drop chance would hopefully paint a better picture with less runs.
As a side note I also tested a few vague stats that sounded like they may also influence drop rates, namely - support: drop rate % and support: harvest %The theory going around the community was that both of these would affect the amount of items dropped. However after testing 100% harvest I was unable to get more than the default 2 items, is this as intended?
With drop rate I could only get my build to 40% but also didn't notice a change. To me, harvest sounds like it applies to plants and minerals etc only but support: drop rate has me stumped. If you could clarify the stat that would be great.
Also, just wanted to say a big thank you to you and the rest of th...
Thanks!
I don't have the user-facing strings in front of me right now... so I'd have to double check (I'll come back when I get a bit of time and look it up to be certain).
+Harvest affects plants, minerals, junk piles, abandoned exos, etc.
+Supply is for health and ammo drops (I think)
Does luck or difficulty even affect masterwork Ember droprates from freeplay chests and material nodes?
No, I don't think so - those work differently from "loot". 😊
Not sure if I'm too late to the party for this, had an issue last night where I got downed fighting an Titan on Hard and had to respawn. My friend and the two other randoms in our instance managed to kill the Titan as I was flying back to the battle. Was a little dismayed to see no loot on the ground for me. Any chance participation can overwrite proximity in the future?
Otherwise, having an absolute BLAST with this game. Kudos to you and everyone else on the team.
That sounds like a bug, I believe we have a fix for that... but I'm not sure when it's coming. 😶
So just to make sure I understand, If i have in total Support: +190% Luck across my all my equipped gear together, that should give me the highest possible % chance of achieving higher rarity loot from both kills and chests? (without considering GM difficulties loot % modifer)
Edit: Or does it effect only loot that can drop when you kill an enemy?
If you're looking at luck in isolation, yes... there are a lot of other factors though which can completely mask its effects.
For example if you kill an Ursix (as above) you have an inflated chance to get a drop regardless of whether you have luck or not... the contribution from that will mask any substantive bonuses you get from luck. 😊
Sorry I meant, the "+supply drop %" stat. What does it do? Does it factor into item drop rate alongside luck, or does it do something else?
And thanks for your replies :D
Oh! That affects your odds of getting health and ammo drops (it's unrelated). 😊
If you can answer some follow ups:
does supply drop % factor into ITEM drop rate?
can you super duper confirm that all of this is currently functional? Like double check the luck affix is taking effect, etc.?
is luck a group stat?
I'm not sure I understand the first question... it is definitely in and working. It is not a group stat.
Hope that helps! 😊
Luck as a stat should not be a thing.
I should be gearing my character to do more damage, kill stuff faster. Not gearing to get more/better drops, doing crap damage and being a carried by my team to more drops.
I feel like i'm cheating myself when i put on that better DPS gear because i just lost 30% luck. That isnt how this should work....
I don't disagree with what you're saying... I think it's something we'll want to have more discussion about going forward.
I'll make sure to kick this along to the systems guys. 😊
I take it luck won't change what level of rarity is possible in any activity. Just skews you in favor of whatever the highest possible for you is.
Yeah basically, if you're level 30 (eligible for MW's and Leg's) this will factor into your odds of getting those. 😊
No, drops are currently based off proximity
that's a pretty big radius too because i've gotten drops from things across areas recently.
Yeah, it's a fairly large radius. 😊
Good info! Would be awesome if we knew what the thresholds were though and how much of a diminishing return there is as thresholds increase
Sorry, didn't have the values offhand - I remembered the top level one though.
I went and looked them up - the specific thresholds are:
0-100 (Edit: Base luck is 100)
101-109
110-119
120-129
130-139
140-149
150-159
160-169
170-179
180-189
190+
(Edit: Blaaaah, formatting! 😊)