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In-game Luck : what a controversial issue....

popps

Always Present
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Stratics Legend
I have been spending some time reading about luck.

Read Stratics, UOGuide, read several posts on various Stratics' Forums of players talking about their experience with in-game Luck (not real life luck...).

I am astonished how controversial this game issue is. I would not be surprised, if 10 UO players discussed about in-game luck, that they said 10 different things about it....

Some say better low luck, some say the highest the better, some say it does not work, period, some say it works but one better not cross a certain luck figure because it turns from good to nasty. It is a mess.

And, what is even more incredible, is that it looks to have been this messy for years.

Strangely, even, since I would guess Luck could be considered a rather important aspect of the game and thus, quite worth of getting enough priority to be looked at.

Does anyone know where the Developers stand as in regards to in-game Luck?
Is it working as intended for them ? Do they feel it has problems worthy to be looked at ?

That I can recall of, I do not seem to remember about in-game Luck being mentioned in any of the most recent Developers' videos or in posts. Is there even an issue about Luck for them?
 
R

RavenWinterHawk

Guest
I have been spending some time reading about luck.

Read Stratics, UOGuide, read several posts on various Stratics' Forums of players talking about their experience with in-game Luck (not real life luck...).

I am astonished how controversial this game issue is. I would not be surprised, if 10 UO players discussed about in-game luck, that they said 10 different things about it....

Some say better low luck, some say the highest the better, some say it does not work, period, some say it works but one better not cross a certain luck figure because it turns from good to nasty. It is a mess.

And, what is even more incredible, is that it looks to have been this messy for years.

Strangely, even, since I would guess Luck could be considered a rather important aspect of the game and thus, quite worth of getting enough priority to be looked at.

Does anyone know where the Developers stand as in regards to in-game Luck?
Is it working as intended for them ? Do they feel it has problems worthy to be looked at ?

That I can recall of, I do not seem to remember about in-game Luck being mentioned in any of the most recent Developers' videos or in posts. Is there even an issue about Luck for them?

Please lock this thread now. Argh.
 

kelmo

Old and in the way
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Dread Lord
Good luck with that...
 

popps

Always Present
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Stratics Legend
Well, I am simply trying to see if there is some way to make some reason with how in-game Luck works in Ultima Online.

All of the readings I have gone through seem conflicting and very confusing to the point that after so much reading I have no clue whatsoever whether in-game Luck works, does not work or works partially and in such way how is that partially that it might work.

I am just trying to see whether there may be anyone having clearer ideas about how in-game Luck works in Ultima Online, what the perspectives are, or whether it is an issue that one had better to forget about and just play as if in-game Luck did not exist, period.

Wearing in-game Luck items, usually means having to come to great compromises with low resistances, perhaps not even 100% LRC, very poor offensive or defensive modifiers and so forth.

Meaning, that maximizing in-game Luck on a template can mean giving up a whole lot of other bonuses and so, I would imagine, a given player might be willing to accept the compromise "if" there were some guarantees that in-game Luck worked.

But if in-game Luck is all messed up, what is the point of giving up a lot of other modifiers to try maximize in-game Luck which then brings very little positive consequences ?

At the UOGuide page http://www.uoguide.com/Luck I even saw a calculator which assesses at 3982 Luck the chance to get 100% intensity drops, Not sure how high can one currently go but I have frequently seen mentioned players using 2,500+ Luck which, according to another calculator on that UOGuide page, would provide some 77.223%+ Chance which is more than 3 kills out of 4.

But then I read posts of players playing with lots of Luck no luck half luck and it all seems misguiding as there seem to be no clear cut truth.

Not sure what could possibly be so bad in trying to see clear in this confusion about in-game Luck.
 

Smoot

Stratics Legend
Stratics Veteran
Stratics Legend
Luck is supposed to give you more and better loot, but because monster loot is for the most part worthless now... i really see no use for it. No idea if it works, or how it works if it does. I used to have a few luck suits, since imbuing i actually made leet gloves, sleeves, and leggings, to give max lmc, mana regen, and other mage stats (lrc of course) Basically to have max luck plus mage stats, using aof, jester hat, mempo of fortune in other base armor slots.
'Have a nice sc no pen 14 dci 140 luck mace too that i still love.

I still wear my old non imbued, pre replica, imbue, mempo of fortune, sometimes, but really just for show.

What always confused me is that its defined as to affect artifact drops, as well as monster loot, but the new "artifact" items arent actually labeled as artifacts (like the doom ones, and stealables (which obviously luck would not affect) )

For me, id rather have max Power suits, the faster you can kill seems alot better to me for drops and such, than a system that no one really has any firm idea on how it works.
 

popps

Always Present
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Stratics Legend
What always confused me is that its defined as to affect artifact drops, as well as monster loot, but the new "artifact" items arent actually labeled as artifacts (like the doom ones, and stealables (which obviously luck would not affect) )


Artifacts.....That's another contradictory information I found reading about Luck here and there. Some say that in-game Luck affects also the drop rate for artifacts in Doom but then it is not clear whether this would be a special privilege to Doom's artifacts or whether it affects also other artifacts as well.... It is all so much confusing that I cannot possibly even think what a new player approaching to the game might think when trying to figure out something about the in-game Luck system in this game.

Surprisingly, though, since at least on paper, in-game Luck looks like an important feature in the game and, therefore, one would think that it would be a rather important priority.
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
Luck works.

Luck affects artifact drops.

Luck doesn't not effect special drops like crimsons.

The higher the luck the better.

The reason most people don't think luck works is because it's based on random formulas and cannot be seen as a constant.
 

silent

Lore Master
Stratics Veteran
Stratics Legend
The best way to possibly test this would be to go out with zero luck and farm 100 Miasma (or other high loot giving creature) then go out with 1500+ luck and farm 100 more. Take all the magic items and unravel to see what gives the most / highest imbuing ingreds. Or add up the total intensity from each test, but that's time consuming.
 

popps

Always Present
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Stratics Legend
The reason most people don't think luck works is because it's based on random formulas and cannot be seen as a constant.


Well, it is possible though, some people one way or the other seems to have gotten very close to 3,000 in-game Luck (if not above it...) which spells for some 80% chance at max intensity drops and yet, even with such a high percentage (80% means like 4 kills out of 5 should carry max intensity items....) they still lament poor drops.

As in regards artifacts, I am not sure why you mention "special drops".... Aren't them all labelled as "artifacts" ??
How would a player know what are "artifacts" and what are "special items" to the game engine when infact they are all labelled as "artifacts" ??

If, as you say, there is a difference and in-game Luck works for some but not for others, then I think there should be a comprehensive list that tells the player which "artifacts" in-game Luck affects and which not...... if in-game Luck works in the first place, that is........

Not to mention, how in-game Luck is supposed to affect niter deposits but then it is not clear whether or not it comes to play for gems, for lumberjack special resources, and what about imbuing resources like essences and the like ??
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
I actually would like a straight answer on luck too...

I'm currently rebuilding a sampire suit from the ground up and I have 3 extra mod slots.
 

popps

Always Present
Stratics Veteran
Stratics Legend
The best way to possibly test this would be to go out with zero luck and farm 100 Miasma (or other high loot giving creature) then go out with 1500+ luck and farm 100 more. Take all the magic items and unravel to see what gives the most / highest imbuing ingreds. Or add up the total intensity from each test, but that's time consuming.

Well, from what I was reading it may not be that easy.

Why ?

Because some say that they have a feeling that in-game Luck might work but at "certain" intervals. Like, crossing a certain threshold of Luck becomes a negative effect but then crossing again some other threshold it starts working again....

I know it looks confusing because it DOES is confusing at least from all I have been reading and the more one reads about the topic, the more confused one remains in the end.....

That's why I think some clarity about in-game Luck from the Developers could help players a great deal. There is all sorts of myths, beliefs and misconceptions aboud in-game Luck from what I have been reading and if the Developers states some clear cut points and facts about how it really work and for what it does not work, perhaps much confusion could be dissolved.....
 

Lorddog

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Stratics Legend
i think they have an antiquated code system that luck looks up on every monster specifically to determine what levels drop. a entry for a demon is seperate from an entry for a ancient wyrm. some of the tables have been updated and some not. therefor you may hunt certain high level monsters and always be getting crap. and other equal monsters and always get nice stuff.
2 creatures that i always get nice stuff from are fairy dragons in abyss and those angels in prism dungeon (at bottom)
bump up your luck and kill those will give some good stuff.

as opposed to doing paragon ancient wyrms that take forever to do 1 at a time i dont get squat.

Lorddog
 

Slickjack

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I mined Shame dungeon (leisurely) over 2 days without any Luck on my suit.

One niter deposit discovered.

I subsequently mined Shame with my imbued max Luck suit + 13 year old acct luck statue bonus (total will be updated when I get home) and now get niter deposits, on average, 1 out of every 10 mining spots. They differ in size, but I'm definitely getting them at a frequency that would indicate Luck is factoring in.
 

popps

Always Present
Stratics Veteran
Stratics Legend
i think they have an antiquated code system that luck looks up on every monster specifically to determine what levels drop. a entry for a demon is seperate from an entry for a ancient wyrm. some of the tables have been updated and some not. therefor you may hunt certain high level monsters and always be getting crap. and other equal monsters and always get nice stuff.
2 creatures that i always get nice stuff from are fairy dragons in abyss and those angels in prism dungeon (at bottom)
bump up your luck and kill those will give some good stuff.

as opposed to doing paragon ancient wyrms that take forever to do 1 at a time i dont get squat.

Lorddog


It could well be, I mean, anything could be for all we know.....

By the way, just for the record, in your hunts using in-game Luck how much Luck have you been wearing ? Do you also use the Luck stone for 1 hour boost ?

If so, your Luck figure is before or after using the stone ?

Do you use Perfection which adds up to 1,000 Luck on top of everything one wears ?
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
Well, it is possible though, some people one way or the other seems to have gotten very close to 3,000 in-game Luck (if not above it...) which spells for some 80% chance at max intensity drops and yet, even with such a high percentage (80% means like 4 kills out of 5 should carry max intensity items....) they still lament poor drops.

As in regards artifacts, I am not sure why you mention "special drops".... Aren't them all labelled as "artifacts" ??
How would a player know what are "artifacts" and what are "special items" to the game engine when infact they are all labelled as "artifacts" ??

If, as you say, there is a difference and in-game Luck works for some but not for others, then I think there should be a comprehensive list that tells the player which "artifacts" in-game Luck affects and which not...... if in-game Luck works in the first place, that is........

Not to mention, how in-game Luck is supposed to affect niter deposits but then it is not clear whether or not it comes to play for gems, for lumberjack special resources, and what about imbuing resources like essences and the like ??
The problem with luck is that every time a dev comes and explains it people go ahhhh...ooooh...then forget everything they said. It has been gone over a million times in the past. Of course with all the stratics crashes the information gets continuously lost.

Luck doesn't affect special loot drops. Can't explain it any simpler than that. It does effect those items that automatically drop in your pack.(Not powerscrolls) What is not clear if this is a blanket effect and works on the new SA drop or not. This has never been approached to my knowledge. It works in doom and it works in illshenar on artifact drops.

It does not work for imbuing(don't know why anyone would assume it would.)

The effect on loot has always been lackluster and it the true reason why all the controversy about luck has persisted. To say you have an 80% chance for a loot "bump" as it's explained is a misnomer. It is supposed to increase the intensity on some items and also increase the total number of items that are dropped. Because god knows we need more trash to drop.

It doesn't work on strongboxes.

It also works(although this one is I can't tell much difference) on getting the anniversary drop int he anti virtue dungeons.

All this information I maintain from memory. Either spoken by Leurocian or Wilki or Draconi. Too bad it wouldn't be appropriate for Draconi to go over luck again.

I can't expect anyone left to even make any sense or take on the responsibility of looking into it. There is no monetary reason to answer this question or look into it's feasibility.
 

Slickjack

Rares Fest Host | Cats Nov 2010
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Phantus-

I think the reason why many still want to know is because:

A. They dont read every line of stratics and maybe they don't retain info as well as you.

B. Since luck still is a part of the game ( in some ways pretty significant, since when I burn a Valorite runic hammer, luck may be a mod)

C. As recently as the SA release the current team has decided to introduce items that FEATURE Luck, i.e. Conjurer's Garb and also Soles of Providence.

So, this isn't a topic about "those old luck items" that used to be in the game. This is relevant and since it's vastly misunderstood, as much as I HATE to agree with Popps, a subject worth exploring.
 

Lord Frodo

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This has been known for a long time that luck does not work as they wanted it to. On the left side of UOStratics there is a Google search. All I did was put in "luck not working" and at the top of the search was this. It took me longer to put this information here than it did for me to find it.

UO Herald archive! - Ultima Online Stratics ▶ TGN.TV - Get more views!

March 13, 2009

Q. The way that Luck factors into loot distribution has been addressed many times, but never has any dev team member ever explained what actually happens *after* a Luck roll is successful. So: What really happens when a character’s Luck roll is successful? We know that loot amounts and intensities go up, but by how much? And what decides by how much?

A. Wow. Finding the answer to these two questions has been an adventure. I’m going to answer them both at the same time, since they’re connected.

First off, you should know that this discussion is focused on the monster loot generation system. Every monster (every mobile, really) in the game has the opportunity to have a basic set of loot available when it dies. These loot tables are assigned to each type of monster in a set of predefined files, which contain the type of loot available and the range of item property intensities to add on to them. It is possible to generate loot outside these files, and some systems (like the Doom artifact system) take luck into consideration when making rewards. However, for the sake of these two questions, I’m going to ignore everything but how normal loot generation actually works.

Luck, in this way, can affect:


•Number of items
•Number of properties on items
•Intensity of properties

A “luck roll” is defined as a roll against a chance of 1:100.

Before this roll is done, your luck is modified to fit that scale, so your luck directly converts to a percentage of chance that your luck will modify the loot.
The formula is: chance = round(luck ^ (5/9)). Results are rounded to the nearest whole number.
Luck Chance
0 0%
100 13%
200 19%
300 24%
400 28%
500 32%
600 35%
700 38%
800 41%
900 44%
1000 46%
1100 49%
1200 51%
1300 54%
1400 56%
1500 58%

And so on


This chance is evaluated as the RNG versus your luck. So if it rolls 30, and you have a luck result of 56, you win. The RNG can roll from 0 to 99, then tests whether its roll is less than your result.

I can officially verify that it’s impossible to “roll over” with too much luck, and not get anything.

Number of Items

Within each loot definition for the monster, there are a total number of items that it can potentially create. This is random, ranging from one to the max number available.
The luck roll can add one more item to each definition, if that number doesn’t exceed the max.


For example, let’s make up a case where we have two loot definitions:

•The first definition has jewelry, max 3. It rolls between 1 and 3. Alas, the result was 1. You only get a bracelet.
•If you make your luck roll here, this will increase by one. You now get two items.
•The second definition has weapons and armor, max 3. It rolls between 1 and 3. The result was 3. Thus, you might get a bow, a shield, and a mace.
•You already rolled 3 (the max), so luck is ignored.

Number of Item Properties

The same thing described above works exactly the same for the number of properties on an item.

Item Property Intensities

Finally, the luck roll also modifies the actual intensity of any magic property, as long as it doesn’t exceed the property’s max.

This part is somewhat tricky. Every loot definition has an intensity range attached. This actually modifies the range available compared to the item property’s actual range.
For instance, Damage Increase has a range of 1 to 50. A loot definition might declare an intensity range of 0.25 to 0.3. This would mean that the available range for DI is really 13 to 15 for that item.

The initial intensity is a random number within that range. In our case, let’s choose 14.
If we make our luck roll, our intensity is increased by 10% of the *item property’s max value*. So, 10% of 50 is 5. Our result is 19. However, that’s outside of that nice 13 to 15 range we established: it’ll cap at 15.

And that’s how luck affects the loot tables!

I think it’s broken though. Not in the actual code, but in all the thousands of loot table definitions. A huge portion of them don’t even allow players to have more than one item from a loot definition, negating the entire point of luck! That’s not even beginning to cover the actual intensity range definitions. I’m willing to bet that the loot tables themselves are the ultimate cause of luck not working properly, and need to be reviewed.
-Draconi
 

phantus

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So, this isn't a topic about "those old luck items" that used to be in the game. This is relevant and since it's vastly misunderstood, as much as I HATE to agree with Popps, a subject worth exploring.
Agreed. Maybe my post came over the wrong way. What I mean is I don't see the current team looking into this. Every time Mark looks into the code he sprouts something on the boards with information that doesn't always seem accurate. Then when someone questions it he leaves never to return. Then Cal comes in and says something about the air force or something attempting to be witty but the subject is generally left to die.

If they can't talk about the point values for crabs that they most recently put in the game I have little faith anyone from the team is going to come here and expand on this exhaustive and touchy subject.
 

Cogniac

Grand Inquisitor
Stratics Veteran
Stratics Legend
I wrote the Luck article on UOGuide, as well as the accompanying calculators, and the only section on that page that should be in any way ambiguous is the section titled "The Gauntlet," which as its first line has a note I wrote explicitly explaining how the information in that section is out-of-date. I have asked for information on the current way that system works for years in Five on Friday, Ask the Devs, and the Feedback form on UOHerald.com, and have never received an answer.

Having read the concerns you outline in the thread, it would seem that most of your problems are not with Luck, but with Luck's use of the RNG to do its calculations. This article may be useful to you: Random Number Generator.

As an improvement, I can change the "Other Loot" section under "Effects" to just be "Other," and add some of the things pointed out in this thread, such as the fact that Luck doesn't work for Imbuing or strongboxes, does work for Virtue artifact drops, etc.

Edit: Just updated the section I mentioned in the above paragraph: Luck -> Other. If anyone has any corrections, they can post them in this thread and I can make changes.

I also noticed that popps said "...Not sure how high can one currently go..." which is rather mindblowing considering he linked to Luck in the previous sentence, which contains an entire section devoted to this very topic, titled Maximum Luck. I guess he outright lied when he said he read that article.
 

Slickjack

Rares Fest Host | Cats Nov 2010
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Thanks for posting the Draconic definition Frodo :p

And Phantus, I understood your point. I don't think we'll get a better explanation than the one posted above.
 
R

RavenWinterHawk

Guest
useful thread.


Luck works. The more lock the better chance for more and better mods.

Argh.
 

Felonious Monk

Sage
Stratics Veteran
Stratics Legend
Luck works.

Luck affects artifact drops.

Luck doesn't not effect special drops like crimsons.

The higher the luck the better.

The reason most people don't think luck works is because it's based on random formulas and cannot be seen as a constant.
I agree
Based on random formulas.....
It has been stated the rng AND luck do not function as intended yet they they do function. My 2 cents may seem like a contradiction yet I agree with phantus. Luck works. It is what it is..........
 

Freelsy

Babbling Loonie
Stratics Veteran
Stratics Legend
Luck is working properly. However, there are so many variables to account for. Luck will do one of four things. Increase the amount of items the creature drops, not to exceed it's maximum. Increase the amount of properties each item has. Increase the intensity of each property. If you are really lucky, you will get all three bumped.

There are so many different combination of items that it makes luck seem like it's not working. A lot of people complain that luck doesn't work because they get sucky weapons like Water elemental slayer, 20SSI, 50 life leech, UBWS and 10HCI. However, that is nearly 4 max properties and one 50% property.

In my experience, luck works. But it's a crap shoot on trying to get great 5 mod weapons/jewels. It happens. It's just very hard.

I also remember a 5 on friday where Draconi said the coding was messed up with Luck and it was in fact broke. I dunno. It's been a couple years since that post. I think it works and I try for the maximum luck everytime. 3500+ to include perfection.
 

popps

Always Present
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Stratics Legend
Thank you for all replies.

Luck doesn't affect special loot drops. Can't explain it any simpler than that. It does effect those items that automatically drop in your pack.(Not powerscrolls) What is not clear if this is a blanket effect and works on the new SA drop or not. This has never been approached to my knowledge. It works in doom and it works in illshenar on artifact drops.

Alright, "if"it only affects items dropping in backpack, then why is it that many think that by wearing high luck they will get items on corpses with higher intensisties ?

It is just a myth ??

It does not work for imbuing(don't know why anyone would assume it would.)
When you say not for imbuing, do you mean better chances at a succesfull imbuing OR do you mean when hunting for imbuing resources ?
I would hope that the trading of in-game Luck at the expense of other modifiers which make the hunt harder (and riskier), could well mean increased chances at seeing more imbuing resources....

The effect on loot has always been lackluster and it the true reason why all the controversy about luck has persisted. To say you have an 80% chance for a loot "bump" as it's explained is a misnomer. It is supposed to increase the intensity on some items and also increase the total number of items that are dropped. Because god knows we need more trash to drop.

It doesn't work on strongboxes.
Not sure I understand it here. Are you perhaps saying that in-game Luck affects QUANTITY of items on corpses and not QUALITY of items on corpses ?

If so, then this is a BIG disappointment for many many players who were convinced that in-game Luck affected QUALITY rather than QUANTITY.....

If one wanted to have more trash there would be NO POINT to wear high luck at increased risk of dieing, just kill more MoBs and more trash would come up........


All this information I maintain from memory. Either spoken by Leurocian or Wilki or Draconi. Too bad it wouldn't be appropriate for Draconi to go over luck again.
I'd say that it would be MUCH better if the Developers put it black on white on a guide. Having too many players or people saying too many different things about in-game Luck, I think, just adds to the confusion rather than clearing it up.....
 

popps

Always Present
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Stratics Legend
I also noticed that popps said "...Not sure how high can one currently go..." which is rather mindblowing considering he linked to Luck in the previous sentence, which contains an entire section devoted to this very topic, titled Maximum Luck. I guess he outright lied when he said he read that article.

Perhaps I phrased my paragraph not correctly, sorry. What I mean, is that I am not sure how high with currently existing items one can get.

I mean, the calculator pretty much says that with 3982 Luck one gets up to 100% chance which, I would imagine, is the maximum which theoretically one could go up to to get certainty of maxed out drops (100%). My uncertainty, is with the "current" items and Luck related boosts (like perfection and the 1 hour statue boost), adding up everything, how high one could go. That was my uncertainty.

By the way, by reading some of the posts, I seem to understand that the RNG only can go up to 99%. Does that mean that if one could wear 3982 Luck they would beat the RNG every single time for maxed out results on loot ?
 

Slickjack

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No one said it "ONLY" AFFECTS items dropping in your pack.

YOU said that Popps. Stoping typing replies so quickly.

Read. Saturate. Enjoy.

PLAY THE GAME.

MAX LUCK SUIT PIC TO FOLLOW!!!!
 
O

olduofan

Guest
I think they need to rework luck have only apply to special drops artys/resources . nobody farms monster for loot anyhow. the only people that can get away with high luck is tamers so its kinda of a pointless thing for most players.

simplify it I say also make it so luck is a real number not a rounded number.
 

Slickjack

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OK, this is the most recent Luck Suit I made for my miner. It's priorities were Luck, LRC, and resists. No other mods really needed.

As you can see by the Character status bar, the resists are pretty decent. I am not wearing the Resist Earrings, so you technically could add +2 to one of the lower resists.

For the record, the ONLY existing Luck item that this suit does not have is a 1 of 4 EM item that was made last year. It is an Obi, which takes the apron slot. It has 99 Luck.

PLEASE DEAR LORD do not start in on the whining about an EM item with luck on it. It's done, it's made, 4 ppl own them. It's over. DO NOT START IT. (if you are one of these 4 ppl, you can make a "true" max luck suit, which if on a 13 year acct. after the statue would be 2879 Luck. The most possible not counting the Perfection bonuses that you can not see anyway)

The first pic is without the statue.
The second pic is after I hit the Luck statue which, of course, is at it's maximum because my account is 13 years old :) (+850 Luck)

Also of note: the Luckblade (also applies to the Adventurer's Machete) has 160 Luck. Most people use a 140 luck weapon like the [replica] Royal Guard Survival Knife and the Vesper Museum Order shield that has 80 Luck on it.

To get the Luckblade to 160 Luck, you have to make base pieces with runic hammers with REGULAR INGOTS. Cross your fingers and hope that you get one that has 100 luck on it. (which is very rare).... Each of the blades, Luckblade and Adventurer's Machete AUTOMATICALLY come with 20 Luck on them. So if you get a "100" luck roll, the end product with have 120 Luck on it.

THEN, you enhance the weapon with Gold ingots to add 40 Luck for a total of 160 Luck.

Add this to the 80 Luck Order shield, and it is the MOST POSSIBLE you can have in any combo of wielded weps/shields.

Enjoy!




 

popps

Always Present
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Stratics Legend
I think they need to rework luck have only apply to special drops artys/resources . nobody farms monster for loot anyhow. the only people that can get away with high luck is tamers so its kinda of a pointless thing for most players.

simplify it I say also make it so luck is a real number not a rounded number.

Well, even a melee fighter using perfection and a few pieces here and there can wear some nice luck, also considering the Luck statue which gets a good boost for 1 hour....

Others might be more specific but I would not be surprised to hear that somehow a melee fighter can wear even like 2,000 Luck (1,000 can come from perfection only...) which would still allow to beat the RNG a good many times....

So Luck can potentially be of interest to all players I think.
 

popps

Always Present
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OK, this is the most recent Luck Suit I made for my miner. It's priorities were Luck, LRC, and resists. No other mods really needed.

Congrats, pretty nice.

By the way, being on a Miner it is just for the niter deposits right ?

Or did you find Luck to affect some other drops for your miner like gems, ore veins, Ore Golems, anything else .......... ?
 

Slickjack

Rares Fest Host | Cats Nov 2010
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I do not know how to judge the "special mining drops" while wearing the suit.

I am an elf and one of the racial advantages of being an elf is when mining you natually have a higher chance of finding the high end ore/gems.

I can say that I get ALOT of the high end ore.
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
Edit: Just updated the section I mentioned in the above paragraph: Luck -> Other. If anyone has any corrections, they can post them in this thread and I can make changes.
Cogniac, I'm not sure how to quantify the data for you but I have to take issue with this
Special loot drops, such as Mondain's Legacy Artifacts and Peerless Artifacts, are not affected by Luck, but are instead governed by individual static drop rates.
Now, I do not know if you are referring to peerless loot artifacts on peerless corpses, which I have some small reason to believe are affected by luck, but not enough evidence to make a dispute.

However if you mean minor artifact drops off named ML critters like paragon Miasmas then I take issue strongly as a sampire in luck suit will see a difference whether or not they attain perfection and the difference in chests obtained and artifacts received under luck+perfection is simply too great to ignore.
 

Cogniac

Grand Inquisitor
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Perhaps I phrased my paragraph not correctly, sorry. What I mean, is that I am not sure how high with currently existing items one can get...
Again: Maximum Luck. You are straight up lying to my face if you claim to have read that, because the maximum level of Luck attainable "with currently existing items" is literally what that section is entirely about.
 

Cogniac

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...Cogniac, I'm not sure how to quantify the data for you but I have to take issue with this
Special loot drops, such as Mondain's Legacy Artifacts and Peerless Artifacts, are not affected by Luck, but are instead governed by individual static drop rates.
Now, I do not know if you are referring to peerless loot artifacts on peerless corpses, which I have some small reason to believe are affected by luck, but not enough evidence to make a dispute.

However if you mean minor artifact drops off named ML critters like paragon Miasmas then I take issue strongly as a sampire in luck suit will see a difference whether or not they attain perfection and the difference in chests obtained and artifacts received under luck+perfection is simply too great to ignore.
I wrote that based off this statement that Phantus made earlier in this thread:
...Luck doesn't affect special loot drops. Can't explain it any simpler than that...
Perhaps his explanation was too simple, as I wasn't sure exactly what he meant by "special loot." Apparently my interpretation was different than yours.

As regards the ML drops (items such as Totem of the Void and Soul Seeker) I will take that out and change it to its own line. Something like:
The drop rates of Mondain's Legacy Artifacts are positively affected by Luck.
The Peerless loot artifacts (such things as Crimson Cincture and Crystalline Ring) need to be looked at further. Personally, I don't hunt these things very often, much less with and without Luck, so I'm not sure either way. This is the sort of thing we might need a developer to confirm one way or the other.
 

Lord Frodo

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Using items these are the 2 high luck suits.

Head: Jester Hat of Chuckles or Maritime Reading Glasses - Luck 150
Neck: Leurocian's Mempo of Fortune - Luck 300
Chest: Armor of Fortune - Luck 200
Legs: Runic-enhanced leggings - Luck 140
Arms: Runic-enhanced arms - Luck 140
Hands: Runic-enhanced gloves - Luck 140
Ring: Etoile Bleue - Luck 150
Bracelet: Novo Bleue - Luck 150
These combine to form the Luck Jewelry Set, for a total Set Bonus of Luck 400.
Robe: Conjurer's Garb - Luck 140
Soles of Providence - Luck 80

Jaana's Staff - Luck 220

Total Luck - 1910

Head: Jester Hat of Chuckles or Maritime Reading Glasses - Luck 150
Neck: Leurocian's Mempo of Fortune - Luck 300
Chest: Armor of Fortune - Luck 200
Legs: Runic-enhanced leggings - Luck 140
Arms: Runic-enhanced arms - Luck 140
Hands: Runic-enhanced gloves - Luck 140
Ring: Etoile Bleue - Luck 150
Bracelet: Novo Bleue - Luck 150
These combine to form the Luck Jewelry Set, for a total Set Bonus of Luck 400.
Robe: Conjurer's Garb - Luck 140
Soles of Providence - Luck 80

Weapon: Adventurer's Machete or Luckblade - Luck 160
Shield: Order Shield - Museum of Vesper Replica - Luck 80

Total Luck - 1930
 

Slickjack

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Head: Jester Hat of Chuckles or Maritime Reading Glasses - Luck 150
Neck: Leurocian's Mempo of Fortune - Luck 300
Chest: Armor of Fortune - Luck 200
Legs: Runic-enhanced leggings - Luck 140
Arms: Runic-enhanced arms - Luck 140
Hands: Runic-enhanced gloves - Luck 140
Ring: Etoile Bleue - Luck 150
Bracelet: Novo Bleue - Luck 150
These combine to form the Luck Jewelry Set, for a total Set Bonus of Luck 400.
Robe: Conjurer's Garb - Luck 140
Soles of Providence - Luck 80

Weapon: Adventurer's Machete or Luckblade - Luck 160
Shield: Order Shield - Museum of Vesper Replica - Luck 80

Total Luck - 1930

.....which is the exact suit I have in the pictures above :)
 
F

Fayled Dhreams

Guest
Well ...


>I< guess we are LUCKY phantus could find the definition ...

now

if SOMEONE could write up a "myths and legends" Thread to make a sticky out of in the noob hall ...
and if SOMEONE could see that an archive is maintained of all like knowledge
(for the inevitable "oops lost it again")
NO_ONE will ever need to address:

I think the reason why many still want to know is because:

A. They dont read every line of stratics and maybe they don't retain info as well as you.
Heh!
someone ... could do a masters thesis and archive all of popps Q&A's ...

get a certificate AND be one step closer to being a "published author" ...

just saying ... :danceb:

noobs want to know things ...
just as well write them down ... eh?
 

LordDrago

Certifiable
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Stratics Legend
I think luck is most definitely broken....








I am sitting at work right now in my max luck suit and still get ganked by a Popps thread...
 

Slickjack

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holy heck that's the funniest thing I've read in awhile!

Thanks for the new "sig" edition!!!!
 

Viper09

Grand Poobah
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I know I might be stepping into fire but:

I think adding the luck property into this game was a big mistake. At least the way it was implemented...
 

Cirno

Purple Pony Princess
Alumni
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Stratics Legend
I think that luck could be a good property or stat, but the way it is implemented at the moment is not really very good at all :(
 

Warpig Inc

Babbling Loonie
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Stratics Legend
Luck today is best used hunting on par with how a crafter uses a runic. Hunting medium level creatures for loot that is better for Imbuing. Nice getting a ring with just 1/3 casting or a kat with just 30SSI and dragon slayer. Hunting ubers just means that ring will be 1/3casting 10POT 8fire resist 5 poison resist
 
J

Javin

Guest
Ive done alot of peerless in my days, and I can can from personal experience, that I am certain that luck does NOT affect the chance of peerless special drops such as crimmy, crystalline, etc.

Now, that said, theres nothing like doing a Mel and having your highest damage dealing player wearing a max luck suit.

The number of items, the number of mods, and intensity of the mods, WILL go up (assuming you get the luck bump). If you know what you are looking for, you will see that it works in that aspect.


In searching old posts on the forums, I ran across a thread that made mention of a sash with luck, anyone have any further info on this?


Other than that I think this is a pretty interesting discussion :) hehe

~J
 
R

RavenWinterHawk

Guest
I know I might be stepping into fire but:

I think adding the luck property into this game was a big mistake. At least the way it was implemented...
I agree. Silly.
Just another herring to chase.

You dont need less you want unraveling things.

I mean was great once apon a time when loot mattered. But they destroyed that.

I hope they add a luck bonus to add to luck bonuses. That would help. Maybe some luck potions. Edible 4 leaf clovers. A statue. Wait they have that. Maybe 5000 luck max.

Maybe then oh wait... then everyone would complian the loot still sucks.


Move along...
 

THP

Always Present
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Pretty tired of going over luck again and again and again . really thought we had put this issue to bed.

Luck in UO does not work [end]
 

Farsight

Crazed Zealot
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A proper luck study would take hundreds, if not thousands of player's in-game hours.

The amount of data you would have to gather to separate in-game luck from out of game lucky is staggering, and many of the potential applications (i.e. peerless artifact drops) take a long time to get even one data point.

If someone wants to do an in depth study, then more power to you. Otherwise, I'm taking Draconi and uoguide luck explanations at face value.

Believe what data you think is appropriate.
 

Cogniac

Grand Inquisitor
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Stratics Legend
I know I might be stepping into fire but:

I think adding the luck property into this game was a big mistake. At least the way it was implemented...
Indeed. There's no particular trade-off to it. If you want high Luck, you do have to sacrifice the ability to fit other properties into your suit; but if you're building a Luck suit to begin with, you're probably a tamer, which means you don't really need much in the way of other properties because you probably don't hit stuff or get hit.

Truly fixing Luck is a three part process:
  • Make loot not suck at a base level. There's a ceiling on how good an item from a particular monster can be, but there's no floor on how bad it can be (runic hammers have a similar problem). If a mongbat has an intensity range of, say, 0-10 on its items, then a Dark Knight has an intensity range of 0-95. It should be more like 50-95, so the items it drops have a minimum crappiness level of something greater than "complete and utter."
  • We don't need monsters dropping so many items. Rather than having something drop 40 crap items, we need them dropping 1-3 good to great items. Some monsters should only have a percentage chance to drop anything at all (maybe only 1 in 5 mongbats actually drops an item). People won't care that fewer items are spawning if those few items that do spawn have at least some chance of being useful in any way whatsoever.
  • Critical hits. The higher your Luck, the greater the chance of landing a critical hit. Now Luck is a trade-off, because offensive characters want it. Want to have, say, a 50% chance to land a critical hit? You're going to have to drop a lot of SDI, and/or LMC, and/or MR, and/or HCI, and/or DI to make it happen. Someone who's landing critical hits every other swing or cast isn't that bad, because they had to trade away so many other properties that their base damage is crazy bad. Every other swing/cast they're only doing a few points of damage, and since a critical hit is extrapolated from your base damage your critical hits are maybe only 15% better than someone with no critical hit chance. Now Luck is a true trade-off.
 
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