koffi wrote:Can not say if anyone else thinks the same way, but this mechanic surely affects my actions in mp.
Lujone wrote:Of course it's useful. Understanding this mechanic can lead to better preparations and making better informed decisions.
Code: Select all
for (D2ModStrc* pMod = &pCubeOutput->Mod[0]; pMod <= &pCubeOutput->Mod[5]; ++pMod)
{
if (pMod->Prop >= 0)
{
if (0 < pMod->Chance && pMod->Chance < 100)
if (D2RandomEngine(&pItem->Seed, 100) > pMod->Chance)
continue ;
D2PropStrc Property = { pMod->Prop, pMod->Param, pMod->Min, pMod->Max };
D2COMMON_ApplyItemProperty(pItem, &Property, pGame->bExpansion);
}
}
koffi wrote: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.