Lucky Bonus recipe doesn't always work?

Discuss Median XL!
User avatar
Lujone
Invader
8 | 0
Common Popularity Badge
Has a thread with over 10.000 views
Of course it's useful. Understanding this mechanic can lead to better preparations and making better informed decisions.
User avatar
SwineFlu
Heretic
402 | 53
Common Popularity Badge
Has a thread with over 10.000 views
Common Love Badge
Earned over 20 cookies
koffi wrote:Can not say if anyone else thinks the same way, but this mechanic surely affects my actions in mp.


How is that affect your actions if you don't have sufficient information whether you can roll lucky/lottery bonus or not? The fact is that you can apply lucky/lottery bonus on 20%/3% of the items that you've found. There is no true random in d2 anyways, it's called pseudo random for the reason and not because it sounds cool.

Lujone wrote:Of course it's useful. Understanding this mechanic can lead to better preparations and making better informed decisions.


Any coders out there? Following snippet resembles the code which is used by d2 to apply item properties for the cube output:

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);
   }
}

You wanted mechanics so here you go. This time though it's an actual game mechanics and not the tinfoil hat theories. Care to explain what random number generator is doing there?
User avatar
Marco
Team Member
1953 | 1350
Common Posting Badge
Posted over 1.000 messages
Legendary Popularity Badge
Has a thread with over 250.000 views
Legendary Love Badge
Earned over 500 cookies
Common Supporter Badge
Donated 1 time
Common Multiplayer Badge
Has won a multiplayer contest
Legendary Contribution Badge
Median XL Team Member
Common Auction Badge
Won 50 auctions
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.


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.

Just to be clear, I dont mind how anyone plays the game, and I celebrate trying to play the odds. But in this case the point is that knowing this information gives you ZERO advantage as far as decision making goes and therefore is just a useless cool fact. OK let's assume nobody knows lucky bonuses are pre-defined. What would you do different? The game obviously doesn't have any awareness about *who's* playing the game (it could even be a bot) so trading is irrelevant. So if it's based on the current timestamp, you could roll a different result if you went for a 30min walk but you're rolling the same probability in the end. In both scenarios the player has not enough information to make a better decision.


As far as trading and lotto goes, for me it's rather simple. If you want to use the item you lotto it, once it fails you can MO it to your liking.
If you don't want to use it then I recommend to sell clean, as this gives more potential buyers and more tg, plus it's less work.

For midrange amulets, like black dwarf, sometimes set amulet, meh rolled tesseract and a few others which rain in fauzt, you can try lotto yourself to turn an item that would most likely not be worth selling into something really profitable. This can be efficient use of lotto esp if you time it with your astro runs.