Luck Does Nothing... (Dark and Darker Bug)

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  • čas přidán 29. 06. 2024
  • Dark and Darker is a fantasy dungeon delving MMORPG, with a focus on looting to gear up and PVP. Luck in Dark and Darker doesn't work properly and is currently bugged.
    Discord: / discord
  • Hry

Komentáře • 136

  • @Isaax
    @Isaax Před 26 dny +66

    >It multiplies the chances of everything
    "And if everyone's super... no one is."

    • @RuinedItAgain
      @RuinedItAgain Před 22 dny

      But it doesn't. It increases everything besides common and uncommon, so you are far more likely to find blue and above.

  • @sortofcephalopod8972
    @sortofcephalopod8972 Před 26 dny +28

    Man I almost wished I didn't see this, I thought I was making more money long term by investing in a luck pot before every HR run :(

    • @NINJAgamerpt
      @NINJAgamerpt Před 26 dny +2

      me too. for over a year.

    • @TheMysticMage
      @TheMysticMage Před 24 dny +1

      You COULD have been. And yet it's more likely you could not have been. It's so bad x.x

    • @armadillobear9321
      @armadillobear9321 Před 17 dny

      You do make more money long term by investing in luck pots

  • @HoneyBadgerVideos
    @HoneyBadgerVideos Před 26 dny +44

    i don't like how they made luck work in this game.
    It's deceptive and straight up detrimental for most use cases.
    wtf.

    • @armadillobear9321
      @armadillobear9321 Před 17 dny +1

      its not? it can be summarized by higher luck higher chance of higher rarity

  • @jardaro8679
    @jardaro8679 Před 26 dny +51

    Ain't no way i was running a 350 luck build to farm troll pelts 😭😭😭

    • @rUSTYfrfr
      @rUSTYfrfr Před 25 dny

      it can help with things like that I think

    • @jardaro8679
      @jardaro8679 Před 25 dny +2

      @@rUSTYfrfr He went over it in the video, it reduces pelt drop rate

    • @SolomonDandD
      @SolomonDandD  Před 24 dny +2

      @@rUSTYfrfr Watch the video.

    • @anthonyfuentes6090
      @anthonyfuentes6090 Před 21 dnem

      @@rUSTYfrfrit reduces the drop rate for blues and increase chances of purple and above troll pelt is a blue….

    • @MrHeorhe
      @MrHeorhe Před 19 dny

      So you were halving your chances of finding a pelt...

  • @bdaniel1202
    @bdaniel1202 Před 26 dny +22

    I am selling all my luck items now 😂

  • @itsBenjamon
    @itsBenjamon Před 25 dny +13

    It's not a bug, it's just a bad system. attaching the gold coin drops to gray, white, and green luck grades was something the devs did to make luck better for getting skull keys. They are perfectly aware how the system works, they designed it to be this way. But yeah, I agree it's bad.

  • @snakyjake9
    @snakyjake9 Před 23 dny +2

    Here's a doozy of a gold farming strat if you're good/crazy enough to pull it off:
    1. Max luck bard kit
    2. Double boss GC
    3. Take off gear to loot bosses
    4. Pop potion of luck and hit all three gold piles
    5. Mine gold ore
    If you have a good trio your luck kits will be put to better use farming HR bosses for skull keys. Supplement your bard with a cleric and warlock for the ultimate PvE clearing trio. It's also an incredible comp for PvP, with each class having enough flexibility in builds for a variety of playstyles. Hydra / Earthquake / Shriek of Weakness when timed correctly will delete anyone who tries to push you.

    • @mikes7041
      @mikes7041 Před 11 dny

      Luck is applied when you kill, not when you loot the body.

  • @allistairlicorice310
    @allistairlicorice310 Před 26 dny +14

    Lol what a hilarious oversight

  • @MantterTV
    @MantterTV Před 25 dny +3

    Like you said don’t forget the pile after cyclop / troll so if you want AP to rank up it’s still worth getting a luck potion even if you miss out on a few pelts

  • @thatguy4974
    @thatguy4974 Před 26 dny +5

    there goes my luck set no wonder i barely get epic on my luck runs

  • @jordankotyluk4448
    @jordankotyluk4448 Před 26 dny +6

    Instant like 20 sec in due to OSRS music. Oh yeah, the dark and darker video was pretty cool too. Edit: Yo would you be able to put in the description what OSRS songs you use? Asking for a friend, thanks!

    • @SolomonDandD
      @SolomonDandD  Před 26 dny +2

      Should be
      OSRS
      Legend
      Harmony
      Spirit
      Medieval

  • @commentsonly3212
    @commentsonly3212 Před 25 dny +4

    Loved the video and the breakdown of luck. However, around 11:05 you said that you should have the luckiest member loot the boss. Did they recently change it? For the longest time, the drop from a mob was populated as soon as they died, meaning the loot is already on the body before you open it. Has that been changed, or should I still let my luckiest teammate get the killing blow?

    • @thesaltyduckling80
      @thesaltyduckling80 Před 21 dnem +1

      Let the luckiest teammate kill the boss, loot is generated on kill

  • @HamkkeTogether
    @HamkkeTogether Před 19 dny

    this makes so much sense, I tested 250+ luck yesterday and didn't get any better loot in high roller.

  • @BeyondTilted
    @BeyondTilted Před 25 dny +1

    I get way more valuable trinkets with luck on, but the troll pelt drops less with luck yeah

  • @MightyMeercat
    @MightyMeercat Před 24 dny +3

    Is the wiki getting the drop rates from testing or from the game files? I have definitely been burned by bad info on the wiki before.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny +4

      This one is game files. Usually the bad info is if it's outdated - and the devs update the game so fast it can give you whiplash honestly.

    • @MightyMeercat
      @MightyMeercat Před 24 dny +1

      @@SolomonDandD Thanks for the reply! I wasn't expecting one so fast. Good to know though.

  • @33mavboy
    @33mavboy Před 19 dny +1

    I definitely got better quality treasures with some luck armor pieces, not so much armours/weapons

    • @SolomonDandD
      @SolomonDandD  Před 19 dny

      It does remove greens and lower. The problem is in HR, especially HR inferno where those items basically don't exist, it then does basically nothing.

    • @33mavboy
      @33mavboy Před 19 dny

      @@SolomonDandD Hope they see this video and make some changes to it, most games have a horrible loot system haha

  • @phagelife8312
    @phagelife8312 Před 26 dny +1

    When I run really high luck in hr goblin caves I for sure get way more legendary sellables when I have 0 luck I almost never get any vs a full luck set I get between 2-4 almost every time. This is tested with a sample size of around 50 games. Either it’s an insane coincidence or it’s doing something we aren’t aware of.

  • @Humbugg22
    @Humbugg22 Před 17 dny

    Loot on mobs is generated on kill by the person who kills the mob and the drops are calculated from their luck.

  • @RedX1II
    @RedX1II Před 23 dny

    Well, I'm stoked that I sold all my luck gear for an absurd amount before this!

  • @justinparker6117
    @justinparker6117 Před 26 dny

    I am pretty sure lions head chests are less common on normal vs high roller.

  • @profitmargins9335
    @profitmargins9335 Před 8 dny

    Anyone know if the looting works like it does in D2? a base is rolled and then it's tier is rolled. It rolls for legendary, if that fails it rolls for epic, if that fails it rolls for rare, and so on till a check is passed.

    • @SolomonDandD
      @SolomonDandD  Před 8 dny

      Nah it's just one roll sadly. Not a progressive rolling system.

  • @bradenbeattie8216
    @bradenbeattie8216 Před 26 dny

    Thank you sir 🤙🌊

  • @mellowdarkness3344
    @mellowdarkness3344 Před 22 dny

    I feel luck would be amazing if it would exclude cracked and common items from higher tier spots. Or uncommon and rare in HR. Like 50 would remove cracked from some places. Then 150 would remove poor quality from almost all sources, and common from some sources. Then lets say, 300 would completely remove poor qualilty, mostly removed common, and remove uncommon and rare from some places.
    Edit: It should eat its percentage chance from the chance of not dropping anything rather than cannibalize other drop chances.

  • @Dorno2
    @Dorno2 Před 18 dny

    is luck applied by the first looter of the mob, or the killer of the mob?

  • @phil1339
    @phil1339 Před 24 dny

    @SolomonDandD 11:07 Are you sure it is about who loots the boss? Is it a fact? Because from what i know: The loot gets generated on kill. With that information, the boss has to be killed by the guy with the most luck.

  • @notnert
    @notnert Před 24 dny

    What about for royal gems?

  • @SoWestMeetsEast
    @SoWestMeetsEast Před 26 dny

    I only buy potions for gold pile runs. It did absolutely Jack squat in normal matches.

    • @rubikquitous8482
      @rubikquitous8482 Před 21 dnem

      disagree i get 2-3 legendaries with luck and 0 without on hell runs hittin lions and gold, wether its worth it or not is up for debate but it seems to work.

  • @johnard8831
    @johnard8831 Před 23 dny

    This is nit fulky right. One example is let the guy with the luck loot. No. Its who gets the kill. Looting only counts in containers. The drop is rolled on kill for mobs.

  • @user-cc7jv6nj7z
    @user-cc7jv6nj7z Před 23 dny

    One night with pots I was pulling purples and legendary the next day same strat same pots nothing just greens and blues I knew it was broken

  • @hdrag9
    @hdrag9 Před 26 dny

    When I run around 100 luck in Goblins(Normal) I usually get a lot more blues/epics from looting chests. Not just Lions Heads or Goldens or the the Boss chests. Open more chests!

  • @Youtuberh8r
    @Youtuberh8r Před 23 dny

    luck should only work for epic or higher. that's the problem. if you get a luck kit on, it shouldn't multiply blue or less because that's not why you wear it lol. it should literally only make purple + more common to get, and that's a huge issue from a developmental viewpoint. It really doesnt make sense to have something multiply the chances of EVERYTHING to be greater. Im sure they could easily implement epic's + only being affected by luck as well. if anything, make luck roll less blue/green/gray/whites, that could also be a solution the this problem. Just make luck roll less of the shitty stuff and more of the good.

  • @johnadams5694
    @johnadams5694 Před 21 dnem

    Maybe im pea brain smooth brain, but I dont understand how it's not helpful to have luck when opening chests.
    If when boosting luck, it LOWERS the chances of finding grey/white, but HIGHTENS the chances of getting blue/purple, would that mean luck is beneficial?
    Perhapse im entirely misunderstanding.

    • @SolomonDandD
      @SolomonDandD  Před 21 dnem

      Grey/white are not really a thing in Highroller. Everything is green minimum.

  • @Xoryfn_YT
    @Xoryfn_YT Před 26 dny +1

    Devs please fix this

  • @UncutNinjaDope
    @UncutNinjaDope Před 24 dny

    does luck work at the goblin merchant thought id ask

    • @SolomonDandD
      @SolomonDandD  Před 24 dny +2

      I saw someone test it with 700 rolls and decide the conclusion is that it does. That is not the case and they were not understanding that 350 rolls with and without luck isnt enough to get a decent data set.

  • @justinparker6117
    @justinparker6117 Před 26 dny +1

    This video is wrong. I run a 355 luck set with potion and literally every item is blue in high roller.
    If you're only testing on normal then your loot tables are already nerfed. So luck has less impact

    • @GameThatWay
      @GameThatWay Před 26 dny +3

      Watch the video lol, the point is anything blue and up has a higher chance, but as they all do, none of them do.

    • @SolomonDandD
      @SolomonDandD  Před 25 dny +2

      Yeah, so all it's doing is getting rid of greens. Which if you're having problems finding blues in HR I don't know what to tell you. It's about a 50% chance from every box/barrel. Meanwhile HR inferno a blue is guaranteed per box/barrel and a 10% chance of a purple. Meanwhile, luck does basically nothing for that.

    • @billyjoebob7320
      @billyjoebob7320 Před 24 dny

      @@GameThatWay Bro ur a kb warrior in these comments being a dick to people that are just asking questions, you go watch the video, loser

  • @MrPiczek
    @MrPiczek Před 26 dny

    Who did provided those numbers? If not devs, how can you know?

    • @GameThatWay
      @GameThatWay Před 26 dny +4

      He mentioned and showed the OFFICIAL DnD wiki... Lol. Did you watch the video?

    • @SolomonDandD
      @SolomonDandD  Před 25 dny +2

      Data mined from the game itself.

  • @OneTapKap
    @OneTapKap Před 24 dny

    What about champions for gold keys???

  • @jacksonlittle5993
    @jacksonlittle5993 Před 20 dny

    Luck, nobody understands it and it essentially adds nothing/ has no noticeable impact at all even when completely stacking it. Someone tell me why it exists at all in the game?

  • @EXXTSON
    @EXXTSON Před 23 dny

    Runescape music is always a suscribe in My book

  • @ToobRust
    @ToobRust Před 24 dny

    that site is outdated, they changed the odds to get some stuff. named items are like 3x more common now.

    • @SolomonDandD
      @SolomonDandD  Před 23 dny

      Yeah I'm actually wrong on that one, but the percents are not. Bosses roll 3 different times each kill for uniques. So it's technically 3x1%.

  • @Lom1012
    @Lom1012 Před 22 dny

    i have a max luck set and ive gotten two mystical gems back to back from troll seems to work for me

    • @SolomonDandD
      @SolomonDandD  Před 21 dnem

      That's one of the examples I used in the video. It does increase mystical gem drop chance, but it makes troll pelt a lower drop chance at the same time. One of the best examples of why luck is completely broken.

  • @VaIinar
    @VaIinar Před 22 dny

    High roller is higher though. 2.8 is higher than 0.5

  • @pedrohenriquevitoria5913

    So its basically a spaghetti code issue lol

  • @XJBG1001X
    @XJBG1001X Před 23 dny

    Im just using luck to farm those bangle quest items. Got 6/11 in 2 hours

    • @SolomonDandD
      @SolomonDandD  Před 23 dny +1

      It can help for that. Just gotta use it wisely.

  • @StoneKnight1
    @StoneKnight1 Před 24 dny

    Luck is so you get that shitty quest for royal gems in 98hours instead 100h, lol anyway good video

  • @matt-z5j
    @matt-z5j Před 25 dny

    I dont get it. With the lionhead example in bot instances(both hr and normals) the chance shifts in favor of the higher rarity loot. Yeh the increase is greater in normals, but the total chance in hr after luck is still higher. This is in line with everything else in the game. You always get diminishing returns. Its the same with health pots. You pay more than double for a few seconds shaved off of the lower duration health pots. If you look at coin value per hp, the lowest grade health pots give way more value, but the slight advantage of healing a little bit faster is worth something in certain situations. So even though % increase is lower in hr you still end up with a larger chance. Its a flattening curve. Same with attribute scaling. After 40 will every point of will is only worth 1 point of magic power bonus. Maybe you are pointing out something I am missing here. Please enlighten me.
    At 4:00 you say it's multiplying all of the grades. That is not what the table shows. It shows that it detracts from the chance of epics and increases the two others. At 3:40 you can see the table shows epic weapns go from 9.34% to 9.28% This means that legendaries and uniques both have an increased chance of dropping while epics have a decreased chance. Luck is not a multiplier, it's a shift. It shifts chance form lower tier to higher tier, so that on average you end up with higher tier loot. The sum chance when you add all categories always have to end up at 100%. Again I'm sorry if I am completely missing the point here. Maybe i'm on deep water.
    Yeh at 9:00 the fact that it also detracts from a lower tier quest item is senseless. It should only detract from junk and leave the others alone. Also the pelt is not really valuable for it's role as a quest item, but rather as a material. For this reason quest items should have an exclusive use for only quests and not also as crafting materials. I think if quest items were exclusive to quests and not for any other use even the shift from rare to epic is less problematic. Because you should statistically find the less rare item before the more rare one regardless. The only reason it's a problem with the troll pelt, is because the troll pelt is more attractive than the club for its use in crafting. If it wasn't then the shift would be desired, even though you are less likely to find the pelt. Of course its also a problem if someone just wants to increase their chance of finding a pelt for a quest and do not know that this is how it works, they assume luck will help them, but in reality it will make it harder for them to get the desired item.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny

      It IS increasing all of the drop chances. But if one option is being multiplied by 2x, and one by 2.2x - the one with 2.2x ends up eating more of the overall drop rate, lowering the epic in that example. The increase is comically small, and basically makes luck a wasted stat in many circumstances. All they need to do is swap the rarity of a few items (e.g. make troll pelt legendary) and make the luck curve parabolic instead of the way it is currently. E.g. 2x for epics, 4x for legendaries, 8x for uniques. Then it works as intended everywhere instead of doing basically nothing in HR, and basically doubling purples/blues in normals (at 100 luck).

    • @matt-z5j
      @matt-z5j Před 24 dny

      ​@@SolomonDandD Your first example at 3:00 shows legendary items have a 13% increased chance of dropping at 100 luck and rare items have a 2,1% lower chance of dropping at 100 luck. The legendary weapon % is also increased, but because the numbers are so small and the table only shows two decimals it looks like weapons do not increase. Second example at 3:35 shows unique drops increasing by 8 % with 100 luck and epic items decreasing by 0,68%. What am I missing? It has to eat from something if it's gonna increase. If not you have to have a chance to drop an additional item on top of everything else and leave the other numbers untouched so that your total chance for any drop is exceeding 100%. Just look at the left side of the table. Luck just shifts the distribution of items favorably(assuming that higher rarities are favorable, which of course they aren't necessarily because of items like wolf pelt or troll pelt). What is it in your opinion luck should be doing instead of what it is currently?

    • @SolomonDandD
      @SolomonDandD  Před 24 dny

      ... So take 100, multiply it by 2.2x. You get 220. Then take 100 and multiply it by 2x. You get 200. Add those together and you get 420, which then needs to be divided back into 100 as the droprate of an item is 100%. But the legendary in this example gets 220/420 on the roll chance, and the epic gets 200/420. Meaning the epic is lowered, and the legendary is increased, yet both are multiplied. Meanwhile if you try and roll a gray vs a blue, let's say 100 x0.5 for gray. 50. and 100 x2 for blue. 250 in total. But the blue is now 200/250 rolls, and the gray is 50/250 rolls. The gray was not increased, and thus the blue ate a higher chance. Making luck viable in normals, and making it do practically nothing in HR.

    • @matt-z5j
      @matt-z5j Před 24 dny

      @@SolomonDandD So your point is that they should increase uniques more and decrease epics more?

    • @SolomonDandD
      @SolomonDandD  Před 24 dny

      Basically yeah, so what I'm saying it should do is the same thing in HR as it does in normals. In order to achieve that they don't need to change the code, just the formula. So if Legendaries were 4x as common, and Epics 2x as common, then it would properly eat the epic's chance of occurring with a legendary, and if uniques were say 6x as common, or 8x as common, it would eat the legendary chance properly. Because they are all getting multiplied still, just it can eat the Epic's chance the same way as a blue eats a green's chance.

  • @AveragePokeCollector
    @AveragePokeCollector Před 25 dny

    350 luck is better than no luck either way lol. Even normal ghost King can drop skull key.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny

      ... except for the 5 different situations I pointed out where luck makes drops worse. Also have you ever heard of opportunity cost? Luck is one of the worst rolls. I would highly prefer resourcefulness over luck even.

    • @AveragePokeCollector
      @AveragePokeCollector Před 24 dny

      @@SolomonDandD so then in those situations don't run luck. The only situation I see luck not being good for is troll pelts and centaur tails. Everything else that anyone would want, or be looking for, luck is good.

  • @CocoMura
    @CocoMura Před 26 dny

    math is off, you dont account for a luck potion that gives a base of 50 upwards to 150 luck. It's super easy to get luck gear and stack the 50/100/150 on top

    • @SolomonDandD
      @SolomonDandD  Před 25 dny

      ??

    • @TwoWayOrbitalStation
      @TwoWayOrbitalStation Před 25 dny +2

      You don't seem to know how this works, you have interpreted him wrongly. It doesn't matter how high your luck is, the same thing happens, but even worse. The higher your luck, the worse it gets in regards to what he is saying in the video.

    • @CocoMura
      @CocoMura Před 25 dny +1

      @@TwoWayOrbitalStation He doesn't even make mention of the luck potions and actively said it's hard to stack over 100. It's simply not that hard.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny +2

      @@CocoMura It is that hard to give up your entire PVP viability for a stat that for most purposes is functionally useless. You can do it if you like but the opportunity cost is you will die significantly more often.

    • @CocoMura
      @CocoMura Před 24 dny

      @@SolomonDandD idk man it's not that deep

  • @swamprat69
    @swamprat69 Před 18 dny

    i thought these ppl were supposed to be gud at math

  • @oldmanshinji9662
    @oldmanshinji9662 Před 26 dny

    How unlucky 💀

  • @4364742
    @4364742 Před 25 dny

    0:15 I was very confused when you started trying to multiply drop chances by the values in the Luck Scalar Table; right in the screenshot of the wiki you used here, you can see above the table it says, "The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck." It makes me feel like you didn't actually do your research before making this video...
    Your title and description are also misleading. Nowhere did you provide any evidence of a bug, and in fact you actually provided evidence that Luck *does* do something - just not always what you want it to do.
    All that said, I would agree that Luck shouldn't be so confusing/hard to understand and use properly. People shouldn't have to look up tables and graphs on a wiki in order to figure out whether they actually want to be using Luck or not.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny +2

      Luck making good drops almost 2x as common in normals, yet doing next to nothing in HR - IS A BUG. It's a simple math issue. If everything is 2x as common, then nothing is. Also there are a ton of situations where luck is detrimental to the player whereas it should always be helpful. Such as the troll pelt example. That's a clear bug in the way they put this together.

  • @mycryptojourney69
    @mycryptojourney69 Před 20 dny

    man if this is true devs are an absolute idiots struggle with basic maths

  • @Cujo-pg8vj
    @Cujo-pg8vj Před 26 dny +5

    Thanks I guess 😭

  • @AntonStunts
    @AntonStunts Před 26 dny

    waisted so much gold on luck gear lol....

  • @JaximusxPrime
    @JaximusxPrime Před 23 dny

    I was consistently getting better treasure and legendaries in duo frost mountain while my duo was not. Are we sure it's bugged?

  • @chrisysk91
    @chrisysk91 Před 25 dny +1

    They should just make LUCK stat for ACTUAL LUCKY EVENT like,
    - DODGING TRAPS MIGHT DISARM ITSELF
    - ARROW MIGHT DEFLECT FROM YOUR SHIELD AND BOUNCE BACK TO SHOOTER
    - DURING PVP, MOBS MIGHT RANDOMLY DECIDE TO ATTACK THE OTHER DUDE, WHY? WELL CUZ YOU ARE LUCKY!
    - SOMETIMES LOOTED CHEST MIGHT SPAWN EXTRA ITEM
    - POISON SOMETIMES HEAL YOU
    - BACKSTABBING FROM BEHIND SOMETIMES ONESHOTS! (NO PLAYERS, ONLY SMALL MINIONS)
    - SOMETIMES CASTING SPELLS TWO TIMES WITH EXTRA COST IN FAST SUCCESSION
    - SOMETIMES YOU OUTSTANDS THE LAST BLOW BEFORE YOUR LAST 1 HP BECAUSE FUCK IT, LUCK!
    something like that, devs could be a lot more creative with this.

    • @sortofcephalopod8972
      @sortofcephalopod8972 Před 25 dny +2

      people would hate this soooooo much lol, no one *really* likes luck when it works like that even though its cool when you think about it TTRPG dnd style

    • @xenird
      @xenird Před 19 dny

      Might as well deal 0.1d20 damage

  • @dylangutierrez7482
    @dylangutierrez7482 Před 23 dny

    Avoid luck and or buying gear for luck

  • @d3adagain385
    @d3adagain385 Před 26 dny +1

    Luck should have different weights for different rarities. Easy fix

    • @SolomonDandD
      @SolomonDandD  Před 26 dny

      It just needs a bell curve as the tiers get higher and it would work as intended. Some items will also need a rarity change such as troll pelts and then the system works.

  • @isayaragnes8066
    @isayaragnes8066 Před 22 dny

    Why am I even surprised, its IronHammer

  • @jacobhenniger
    @jacobhenniger Před 25 dny

    This information is basically just wrong. So much research for a false result.

    • @SolomonDandD
      @SolomonDandD  Před 24 dny

      Lol. Okay Mr. "Your math violates my feelings!"

    • @b6234
      @b6234 Před 24 dny

      @@SolomonDandD someone saying you are wrong make bully the person, you are the one with hurt feeling. also you are wrong with your shit, garbage video.

  • @jimbotron8552
    @jimbotron8552 Před 23 dny +2

    I do hr AP grinding runs and I get significantly better lootables when I run high luck. this title is complete clickbait and your analysis is lacking.

  • @baIec
    @baIec Před 26 dny

    > "if everything is X times as common, nothing is". Not everything is more common : least rare drop less and more rare drops more as the luck gets scaled. Maybe you're frustrated about the fact it scales less in HR, on bosses or whatnot but this looks 100% intended.
    Also, coming from Path of Exile, "item quantity" (equivalent of luck) has been very problematic in this game, there has been patches where you made no money if you didnt stack the "item quantity" while farming. So I understand they don't wanna make it too op in DnD.

    • @GameThatWay
      @GameThatWay Před 26 dny

      The issue is, luck is advertised as (2.2x more likely) to get say legendary. but the math makes it not even that, if the item is a 0.2% chance, 2x would be 0.4% but it isnt. Watch the video fully

    • @baIec
      @baIec Před 26 dny

      @@GameThatWay Oh yes forgot about that main wiki page my bad. I do agree with you it makes it incomplete / obsolete

    • @baIec
      @baIec Před 25 dny +1

      @@GameThatWay i dont think it's bugged though, more likely the wiki is wrong imo

    • @TwoWayOrbitalStation
      @TwoWayOrbitalStation Před 25 dny

      @@baIec The wiki gets it data directly from the game, they data mined the game and found these values

    • @baIec
      @baIec Před 25 dny +1

      @@TwoWayOrbitalStation Even though, the data can be misinterpreted or incomplete

  • @Justin-vc3qy
    @Justin-vc3qy Před 23 dny

    Maybe just don't believe the wiki......luck had definitely helped me more epics 10 fold. The wiki is probably just ummmm.......uhhhhh......incorrect? Lol but go ahead sell all your luck gear 😅😂 please!