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How is Luck determined?

Goodmann

Babbling Loonie
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I've heard a few different things about how/who gets the luck roll when you kill a mob.. Is luck based on who opens the corpse? Is Luck determined from a random attacker in group? Can anyone clear this up, ty
 

Viper09

Grand Poobah
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I always thought that luck was based upon individual perception.
 

RueTor

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Per UO's latest page, http://www.uo.com/Luck

How is luck determined when hunting in groups?
The effect that luck has on the magic items a monster drops is determined by the luck of the person that deals the most damage to that monster (the "top attacker".) So, if you're hunting with a group of people, it would be wise to have the person that has the highest amount of the luck do the most damage to any creatures you kill.

Some other links if you feel lucky:
http://uo.stratics.com/content/basics/luck.shtml
http://www.uoguide.com/Luck

I don't want to provide anymore as I think I'm pushing my luck as it is....
 

Captn Norrington

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luck seems to be like eating in game food, some people say eating helps you hit things harder and faster in game, some say it does nothing. just like lots of people think luck does nothing. do either of them actually help at all, we may never know.
 

DJAd

Stratics Legend
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I can see this turning into some 10+ page thread, but good question.

I hope Kyronix can chime in here and let us know.
 

Kyronix

UO Designer
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I can see this turning into some 10+ page thread, but good question.

I hope Kyronix can chime in here and let us know.
Luck is applied in a variety of ways across game systems so there is no blanket "luck does this statement..." that I can make. With recent content the goal has been to take the approach of making it behave in as natural way as possible while adhering to the simple premise that luckier you are, the more favorable the outcome.
 

Kojak

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"Luck is applied in a variety of ways across game systems" just made me think of iocane powder for some weird reason :)
 

SoulWeaver

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Luck is applied in a variety of ways across game systems so there is no blanket "luck does this statement..." that I can make. With recent content the goal has been to take the approach of making it behave in as natural way as possible while adhering to the simple premise that luckier you are, the more favorable the outcome.
No offense and not to sound rude. But isn't that pretty much saying the sky is blue? Or like I really have no idea because the system is so old and tweaked out it just doesnt work properly but we are trying to fix it?

Why not just redo the luck system to something that works efficently, or make all loot point based and the more luck you have the more points you get etc...

You get a certain point from every type of creature as you kill them you get points which could say rank you into a level which then that creaturw drops stronger loot and stronger loot. You cap out at say level 10 and u get that really powerful item and it resets your rank. Theres tons of other ways to do it. I know you guys have tons of work your doing and multiple projects but..

I just feel luck has never been correct since the beginning..
 
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Lord Frodo

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You may want to look at this thread http://stratics.com/community/threads/luck-in-shame.305389/. Just remember that in game LUCK is dependent on your rl LUCK with the RNG. Good LUCK on that one.

This is also worth repeating.
When it comes to "LUCK" UO sold us a bill of goods that has cost UO Players real money when it comes to building these high end luck suits. There is no way to build a high end luck suit without one of these https://www.origin.com/en-us/store/...forged-metal-tool-10-charges-100-enhancement-at a cost of $9.99.

Silent has it %100 right and UO has it %100 backwards. DEVs have stated that "LUCK" is broken but it was fixed for the "new dungeons" *coughs* BS *coughs*.

From the many players that have used and reported their findings about "LUCK", even in the "new dungeons" it looks like 1000-1200 is the "sweet spot". Don't waist your money until the DEVs fix "LUCK" and the player base with the high end luck suits test it 10 times from Tuesday.
 

CovenantX

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Luck is applied in a variety of ways across game systems so there is no blanket "luck does this statement..." that I can make. With recent content the goal has been to take the approach of making it behave in as natural way as possible while adhering to the simple premise that luckier you are, the more favorable the outcome.
Unfortunately, in almost all cases there's not a noticeable difference between 0 and 2260 luck.

The only thing I have found like to prove to increase the drop-rate a noticeable amount was when I farmed for Ilshenar Minor Artifacts from Paragons.
everything else it seems like UO-RNG at it's best, though a very lucky player (as far as artifact drops) It's safe to say I get more drops faster when I don't use luck, or a very low amount ~400-600~.
 

Warpig Inc

Babbling Loonie
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Old loot drops luck effects the quanity of loot. Luck based off highest damage looter. High enough luck a Swoop will always have ten items, more loot = better chance for uber items. Well what was uber before SA came about after the turn the cheek val hammer bust. All that GM crafted sammy armor the maker was ashamed to put their name on.
Revamped loot system the quality of the loot is effected. Luck based off random looter with rights. Mixed thoughts on revamp loot system. Wear high luck if you want a bunch of cursed/brittle/cannot repair/-100 luck/lower req/higher durability loot for an imbuer to unravel. Wear a lower luck and fight lower strength critters for chance at loot CLEAN and can be imbued.
Luck having little to do with arty/Marty drops. Paragon drops is still based off sacrifices to the RNG machine god. Paragon chest is chance of Tmap drop, and can instead of chest just get the map. Minax gear is said to be luck influenced (not noticed on a 140 luck archer getting at least 4 per becon spawn.
 
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Amber Witch

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I have no luck but I feel very lucky. I live on a shard where there are still folks who say things like "I just got an artifact. Anyone not get one yet?" and give it to someone who hasn't.
For me this has much more value than knowing if my suit has higher or lower luck, how many hit points am I giving, what my RNG is at the moment etc compared to the friends/foes fighting next to me. For those that can't or won't spend millions on a luck suit Kyronix's statement gives us hope that we too might get an artifact. And we do.
I know everything those above ^ have stated is true and the frustration of not knowing why 1 +1 really equals 3 :mad: . But I like the idea that there is no one correct answer.
 
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Thrakkar

Certifiable
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Why not just redo the luck system to something that works efficently, or make all loot point based and the more luck you have the more points you get etc...

You get a certain point from every type of creature as you kill them you get points which could say rank you into a level which then that creaturw drops stronger loot and stronger loot. You cap out at say level 10 and u get that really powerful item and it resets your rank. Theres tons of other ways to do it. I know you guys have tons of work your doing and multiple projects but..

I just feel luck has never been correct since the beginning..
You're not talking of luck. That's some reward system with points. More or less you're just proposing "give me a powerful item every 10th kill". What does this have to do with luck? Nothing.
Here's an even better system: The first time you log in every day, you get a powerful item.
 

Apetul

Rares Fest Host | LS April 2011
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Luck is applied in a variety of ways across game systems so there is no blanket "luck does this statement..." that I can make. With recent content the goal has been to take the approach of making it behave in as natural way as possible while adhering to the simple premise that luckier you are, the more favorable the outcome.
Does that means that there isnt "a luck system" but several and different luck calculations among the source code? ie, a luck calculation for ML bosses, another luck calculation for shame/cove/wrong items, another luck calculation for Invasions... etc etc
 

Kyronix

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Does that means that there isnt "a luck system" but several and different luck calculations among the source code? ie, a luck calculation for ML bosses, another luck calculation for shame/cove/wrong items, another luck calculation for Invasions... etc etc
That's correct.
 

Goodmann

Babbling Loonie
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Stratics Legend
That's one aspect I wish they would really put back into the game. Farming weapons/armor that's useful/better than imbued/reforged. Why must I look through 15 pieces of cursed/brittle armor per corpse (this only encourages third party programs) . Why am I still seeing the same loot on ML bosses just as it was back in 2001? Why are the new mobs designed to have 25,000 hps and 95 resists for say a simple daemon mongbat and my regular hits on them do 1-2 damage (with a slayer) unless its an AI.
 

SoulWeaver

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You're not talking of luck. That's some reward system with points. More or less you're just proposing "give me a powerful item every 10th kill". What does this have to do with luck? Nothing.
Here's an even better system: The first time you log in every day, you get a powerful item.
Right I am referring to an entire different system other then luck, because the luck system so far just doesn't work it "Should" however that may be we do specifically know. It just needs to really be redone and not tweaked over and over.

But for them to even begin doing anything is to actually have the time to back track do it which I think they don't have a large enough staff to do everything so they have to pick and choose and hopefully get to the priorities.
 
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T-Hunt

Sage
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You sir sound like a lawyer.:D
I add the luck issue up there with RNG, its all in are heads.
 

Thrakkar

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Right I am referring to an entire different system other then luck, because the luck system so far just doesn't work it "Should" however that may be we do specifically know. It just needs to really be redone and not tweaked over and over.
If you replace luck with a reward point system, it would feel even more like a grind, since every point is mandatory. With luck you can get a decent item with the first kill.
So it boils down to "only 753 mobs to kill, before I get my item" vs. "let's do a few mobs, maybe I'm lucky an get something".
I would definitely prefer the latter.
 

Goodmann

Babbling Loonie
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If you replace luck with a reward point system, it would feel even more like a grind, since every point is mandatory. With luck you can get a decent item with the first kill.
So it boils down to "only 753 mobs to kill, before I get my item" vs. "let's do a few mobs, maybe I'm lucky an get something".
I would definitely prefer the latter.
I rather have a point system bc then I know at least I will eventually get a good item. the way it's set now you could literally go for years and not get anything if the RNG hates you
 

Merus

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IMO, the first thing they need to fix, before they work on fixing luck, is to get instanced corpses. Once everyone has their own corpse then there should be a flat increase to the individual loot calc based on the characters luck. 0 luck = 0 increase... 1000 = 33% increase... 2000 luck = 66% increase... 3000 luck = 100% increase... No RNG BS with the luck.
 

SoulWeaver

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If you replace luck with a reward point system, it would feel even more like a grind, since every point is mandatory. With luck you can get a decent item with the first kill.
So it boils down to "only 753 mobs to kill, before I get my item" vs. "let's do a few mobs, maybe I'm lucky an get something".
I would definitely prefer the latter.
If luck is broken and not working properly... Then you aren't getting crap from luck... your getting crap from being lucky.
 

SoulWeaver

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I quite frankly think they should just get rid of cursed items... I rather have 20 items on a corpse that weren't cursed or full of negative crap that just are horrible and low weight... then seeing 100's of legendary's, majors, greater's, that are ridiculous good but are cursed, brittle, cannot be repaired... most people don't bother using these, some people that do are just wearing it because it looks cool and kickass...

If they don't want to get rid of them at least someone explain how the formula is broken down on %'s of cursed items, cannot be repaired, brittle & clean to see what your chances of getting a high end clean items are....

Luck has no effect on weather the item comes out negative or clean, which is fine but what does determine it, a point system, a random calculation, can anything be said or has it been said on another post?
 

DJAd

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If they don't want to get rid of them at least someone explain how the formula is broken down on %'s of cursed items, cannot be repaired, brittle & clean to see what your chances of getting a high end clean items are....

Luck has no effect on weather the item comes out negative or clean, which is fine but what does determine it, a point system, a random calculation, can anything be said or has it been said on another post?
Totally agree. This is the part that could do with some clarification.
 

startle

Siege... Where the fun begins.
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Totally agree. This is the part that could do with some clarification.

Or, basically - how exactly, does loot/luck work dev's? You gave it to us as a way to increase the "value" of all drops from certain mobs... Could you give us a hand understanding how it all works? It seems to me, after all these years, that you're making it exceedingly tedious on us to understand what WE'RE doing....

No RNG BS with the luck.
I'll sure 2nd Merus on that. Be done with the rng involved in luck.. Not knowing how luck works is as bad as not having it at all. Having luck on a suit or not, is a big deal that we should not have to guess at. We can use those points for something more important... Please fix this..... :rant2:
 
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SoulWeaver

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Yeah that link basically states what most know, its just very unclear on specifics. Players just want to know what they have to do to get the best chances of increasing the power on items or getting higher end items.. We want true honest mathematics and %s on it. We dont want to waste time building luck suits for no reason, and what determines an item to have negative properties or not...
 
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Acid Rain

Lore Master
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I just want to play the game, relax some, and have alil fun. I couldn't care less what the RNG is doing behind the curtain. I had enough math in school.

I can say with 100% certainty that luck does indeed work as Ive farmed some incredible pieces (shame, cove, etc) in a max luck suit. Farming bosses for tangles, crimson cinctures, slithers, etc,... I don't think luck matters as you either get the drop or you don't.

Build your suit when you get around to it and enjoy the fruits of your labor :)
 

startle

Siege... Where the fun begins.
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Yeah that link basically states what most know, its just very unclear on specifics. Players just want to know what they have to do to get the best chances of increasing the power on items or getting higher end items.. We want true honest mathematics and %s on it. We dont want to waste time building luck suits for no reason, and what determines an item to have negative properties or not...

Well said, SoulWeaver... I'm with you. And another thing I'd like to know is how luck "scales". People have forever spoken of a "sweet spot" (that varies between posts) for luck. So exactly what does that curve look like - at 0, 500, 1200, 2000 and up luck ?
 
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startle

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... Build your suit when you get around to it and enjoy the fruits of your labor :)
That's pretty much what we've been doing for years, but it's just so damn tiresome - always building suits and wondering how much of it needs to be taken up by luck.... And it becomes especially tiresome if you play on Siege, where insurance doesn't exist - if you get my drift.

I'd really like to know what that luck "curve" looks like - so I can plan my suits around it. If I knew, for instance, that 1200 luck would give me over 90% of what 2500 would - I'd never bother to waste the time and gold on anything beyond 1200.

Having a high luck suit is expensive. All we're asking for as a fair shake... a bit more info about that infernal luck curve.... :eek:
 

SoulWeaver

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I just want to play the game, relax some, and have alil fun. I couldn't care less what the RNG is doing behind the curtain. I had enough math in school.

I can say with 100% certainty that luck does indeed work as Ive farmed some incredible pieces (shame, cove, etc) in a max luck suit. Farming bosses for tangles, crimson cinctures, slithers, etc,... I don't think luck matters as you either get the drop or you don't.

Build your suit when you get around to it and enjoy the fruits of your labor :)
Does luck effect loot, yes I can agree with you it does......

If its doing it correctly or as intended I cant say it is... I feel like the calculations or coding for it has been changed and attempted to be fixed and is tweaked incorrectly and its almost like a randomly generated if the loot gets the luck effect or not. The %'s are definitely not 100% precisely working but we don't' even truly know what that is because we don't know how it works... We just know it does improve the gear so yeah go as high as you possibly can.

That all fine and great theirs no reason not to explain how it works though, for party, solo luck, most damage, bard luck, tamer luck, etc... all these variables in between are all different from each other... they get it luck distributed differently. Is the luck calculator on UoGuide correct are those %'s accurate for the number luck and % your suppose to get, luck has been tweaked and changed and its differs from every creature. The dungeon revamp has its own et of rules with luck because it has different loot code. People that are really into farming and take pride in getting the best stuff or the average person just looking to get something real nice for once would like to know the best way to do it.

There should be someone that can at least read the code and break it down a bit for everyone so their wont be anymore threads asking how luck works it will be stated nice and clear how it works and that it works as its intended.
 

Acid Rain

Lore Master
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startle,

I never considered how bothersome suit building could be on a shard such as Siege. I've never seriously played Siege & never intend to so I didn't recognize that perspective. My bad. Knowing if/what a luck "curve" looks like would be extremely beneficial when every time you die you lose all ur stuff.

Point clearly made. :)
 
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startle

Siege... Where the fun begins.
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..... I've never seriously played Siege & never intend to....

You should give it a try sometime.... You lose nothing for creating a char there, and you can even have a house there and keep the one you already have (like I did)... The community is fantastic here. There's a saying that Siege is like Cheers "Where everybody knows your name".... that's true. ;)

But, don't want to derail this thread into a pro/con Siege spitting match with anybody - so back to luck.....
 

Viper09

Grand Poobah
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Personally, they should have never added luck into this game in the first place.
I never cared about that ridiculous attribute from the first time they added it.
 
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Acid Rain

Lore Master
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Thanks for the invite. Ive got a char there already wearing their AOS blessed cloak. Ive got multiple homes across multiple shards but would never consider playing Siege. I knew house placement opened the day before it actually was announced to, I did not place (I have gold there). Pretty much everyone on my home shard knows me already after 16yrs. :)

Back to Luck !
 

Cogniac

Grand Inquisitor
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I still say that they need to update the loot tables directly (a thing they were talking about doing back in Draconi's day), and re-imagine Luck as the basis of a new Critical Hit System. Would also be quite helpful considering the general strategy of "Oh. You want harder monsters? Just give them MAX_INT hit points and make them one-hit all players. Done!"
 
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