Short Questions Thread

Discuss Median XL!
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Wotan
Astral Guardian
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15 times... lol. Cute.

Blessed Lucky Bonus

As the Lucky Bonus recipe, this one adds small bonuses to the items, but requires the Blessed Oil of Luck - which can be obtained from the Special Box. There's a lower chance to gain the bonuses, but they are much better than the Lucky Bonus. Any item that has been transmuted with this recipe will show up as "Already upgraded!". Items marked as such cannot be used for this recipe.

Any item + Blessed Oil of Luck → returns item, may add bonuses

This recipe has 15% chance to add any of the following bonuses:


+(40 to 60)% Enhanced Defense and/or Damage Reduced by (1 to 2)%

It may take you more than 50 times, if you are extremely unlucky. 15% doesnt mean that within 6 times you will get %DR bonus either. Its a matter of luck rather than math.
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annoying cat
Monkey King
278 | 1
dat effin' 2% chance...*sigh* so I guess I have to craft new sacred cuz i'm using those boots atm w/o the DR by 2%.
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Murreh
Bone Archer
70 | 1
annoying cat wrote:dat effin' 2% chance...*sigh* so I guess I have to craft new sacred cuz i'm using those boots atm w/o the DR by 2%.

The chance to get *some* DR per item is higher than 2%, but the value of the DR can only be 1 or 2. The chance to get any of the possible bonuses is 15%.

However, I don't know if something that can roll a blessed lucky bonus can always possibly get a DR bonus (whether the 15% check is for any bonus and all bonuses are selected randomly on success, or each individual bonus is handled separately). If the GUID check works on different sections of the 32-bits, it may be possible for an item to always roll %def/dam and never DR/%att, no matter how many times you roll it, or DR/%att and never def/dam. I'd have to screw around with some scumming and forbidden ancient sorcery to get enough to data to know for sure and I'm too lazy at the moment. I do know from experience that getting both %def/dam and DR/%att isn't very hard to do, but I've always just spam rolled the items with Oil of Renewal instead of scumming... eats a lot of Blessed Luckies though, Griswold hates Gesus
Edited by Murreh 9 years.
Deadlock39
Cultist
20 | 1
Chrono wrote:
Deadlock39 wrote:So I've come to notice that repair costs on Runewords is a bit insane. You can of course use 3pgems to remove/repair/remake, but would people recommend just sticking an indestructible jewel in all the time? This seems especially important if the Runeword has a roll that you want to optimize and need to spend a handful of pgems just to make it. (and mandatory if you are making a Xis runeword?)



Just pick up high runes as you are farming and sell socketed throwing weapons in a5 for 500k. You have a pretty unlimited supply of gold this way

Also sacred magic armor sells for quite a bit.


Also if you roll items for runewords try not to roll max durability %. This makes the repair cost astronomical


I asked because I recently unsocketed my Siegfried made in a sacred Einherjar Helm because the repair cost was nearly 2500K. It was concerning because it seemed like the cost could potentially exceed the 3700K maximum that you can hold making the item impossible to repair.
noelak
Jungle Hunter
28 | 0
Hey so I've run across the physical/magic spell damage mod on a pair of sacred gloves I've been crafting. I'm having trouble wrapping my head around how it works exactly and if someone could explain that would be great.

I'm running barrage with dragonlore/curare. I figure the mod works off of dragonlore/curare damage but I'm not so sure about the barrage skill itself. Thank you.
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Nitz
Harpylisk
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noelak wrote:Hey so I've run across the physical/magic spell damage mod on a pair of sacred gloves I've been crafting. I'm having trouble wrapping my head around how it works exactly and if someone could explain that would be great.


viewtopic.php?f=40&t=186

It's physical spell damage, not physical damage!
noelak
Jungle Hunter
28 | 0
Nitz wrote:
noelak wrote:Hey so I've run across the physical/magic spell damage mod on a pair of sacred gloves I've been crafting. I'm having trouble wrapping my head around how it works exactly and if someone could explain that would be great.


viewtopic.php?f=40&t=186

It's physical spell damage, not physical damage!


So it doesn't modify the skill damage of skills like barrage that have something like 5/4 or say 3/4 weapon damage right?
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Stealthmaster
Godsman Guard
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Right. It only boosts direct physical/magic spell damage from certain skills and procs (Balefire, Vessels, Hail of Stones, Singularity etc).
Fumbles
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Spell damage can also apply to melee hit iirc.
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Segolia
Djinn
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The initial direct hit, yes. Such as Dragonfire Oil on a Scythe.