Lucky Bonus recipe doesn't always work?

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SwineFlu
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Like I already said, these hidden stats which you're still discussing are not a thing. It's a bug and for that particular case game developers (don't confuse them with Sigma devs) should've used a proper seed source for d2 random engine. There is no point in fixing it either, it can't affect regular game play and as a side effect it only discourages save scumming.
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Lujone
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Diaco wrote:I can confirm that if an item has the hidden "lucky" stat, luckying it will always succeed.


Yes, eligible items will never fail the Lucky Bonus recipe. Therefore the chance is not 20%, but 100%. The exact type of partial bonus in this case (%def/dam or DR/%att) is predetermined and unchangeable.

Likewise for full bonuses the chance is not 4%, but also 100%.
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Lujone
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The documentation doesn't necessarily lie, but it may have been heavily misinterpreted over the years.

What the original documentation says,

This recipe has 20% chance to add any of the following bonuses:

Weapon: +xx% Enhanced Damage and/or xxx% Bonus to Attack Rating
Armour: +xx% Enhanced Defense and/or Damage Reduced by x%
...


What it really means,

20% of dropped items are 100% eligible for a partial bonus
4% of dropped items are 100% eligible for full bonus


I am speaking only about the Lucky Bonus and only about weapons and armor because that's mainly what I tested. I'm not sure about probabilities for jewels, as they can have not 1-2 but 1-4 bonuses.
smartasss
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Documents are correct.. What part of u can dupe 1 item million times and get the same result u dont understand? Duped items have same ID and will always roll same stats.
Edited by smartasss 5 years.
Philby
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smartasss wrote:Documents are correct.. What part of u can dupe 1 item million times and u get same same result u dont understand? Duped items have same ID and will always roll same stats.

It's not stupid if you believe in the power of the horadric cube... If you think it actually rolls something, not reveals a hidden stat. Just a way to see things.
Diaco
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Lujone wrote:The documentation doesn't necessarily lie, but it may have been heavily misinterpreted over the years.

What the original documentation says,

This recipe has 20% chance to add any of the following bonuses:

Weapon: +xx% Enhanced Damage and/or xxx% Bonus to Attack Rating
Armour: +xx% Enhanced Defense and/or Damage Reduced by x%
...


What it really means,

20% of dropped items are 100% eligible for a partial bonus
4% of dropped items are 100% eligible for full bonus


I am speaking only about the Lucky Bonus and only about weapons and armor because that's mainly what I tested. I'm not sure about probabilities for jewels, as they can have not 1-2 but 1-4 bonuses.


you are kinda arguing semantics here
boozek
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Isnt this happening because of the way luck is generated on an item. From what I remeber it is rolled the moment you drop an item not the moment you oil it, so at this point if you save the game and keep loading same save you will always get luck on the item or never if you dropped an item with no luck scripted on it. Correct me if thats wrong.
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Lujone
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boozek wrote:Isnt this happening because of the way luck is generated on an item. From what I remeber it is rolled the moment you drop an item not the moment you oil it, so at this point if you save the game and keep loading same save you will always get luck on the item or never if you dropped an item with no luck scripted on it. Correct me if thats wrong.


Yes, that is correct.

I began testing tiered uniques with the uptier recipe and then applying the Lucky Bonus at every successive tier to see if anything would change. It seems that uptiering an item can change its eligibility for the Lucky Bonus. Namely, items which weren't eligible can become eligible at different tiers, or vice versa, or the specific type of partial bonus would change (%def/dam to DR/%att or vice versa). This is peculiar because I believed the uptier recipe rerolled only the modifiers, not the item itself. But perhaps what it does is it drops the item again at a different tier.
Edited by Lujone 5 years.
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Marco
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Whether an item will successfully roll lucky or lotto upgrade is defined when the item is created rather when the recipe is executed. There's no use for this information however unless one is trying to lucky the same item after duping it, so it's rather irrelevant mechanic.
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koffi
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Marco wrote:There's no use for this information however unless one is trying to lucky the same item after duping it, so it's rather irrelevant mechanic.


I find it useful in a way. Since it does not matter who tries to lucky item or when, it encourages me to go for it. If the roll would be defined when cubed, I would consider in many cases that it's better to leave the item be and try to sell it as clean to someone who might be more lucky. As lottery/lucky bonus is revealed before even trying to sell the item, it saves some currency and/or time for players whom are looking for successful lotto rolls and buying clean ones to be cubed by themselves. Unsuccessful lotto/lucky makes it also easier to exchange that item for small amount of TG, couple AC's, other consumables, or even give it for free to someone in order to save space and time, so newer players have better chances to get what they need.

Can not say if anyone else thinks the same way, but this mechanic surely affects my actions in mp.





Just to not to spend anymore posts on explaining my probably useless experience, I'll just edit my answers to this post.

SwineFlu wrote:How is that affect your actions if you don't have sufficient information whether you can roll lucky/lottery bonus or not?



Marco wrote:
People don't sell non-luckied items because "someone else may be more lucky than them" but because they have a slightly higher sell price since an item with a 3% potential of something is slightly more valuable to an item with a confirmed 0% potential.


I know that other people do not act the same way I do, and I was speaking only for myself and started wondering what kind of effect it could have on others - even if it is on a very small scale. My trading preferences are what they are and I prefer not to spend time selling clean amulets - unless if it's beginning of the season - but some people do, and I can very well understand why.

It's not about the advantage, as it is clear that there is none, but about the feeling of not being able to fuck up the item. And feeling is what determines how some people, especially simple individuals like me, behave. I'm not going to disagree with anything neither of you said, but rather presenting uneducated point of view on why this mechanism is not as meaningless to me as it is to those, whom are able to view world through numbers and base their actions on what is most reasonable in terms of efficiency.
Edited by koffi 5 years.