1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice
  3. Greetings Guest, Having Login Issues? Check this thread!
    Dismiss Notice
  4. Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
    Dismiss Notice
  5. Author Wes Locher has teamed up with Stratics for a giveaway of his new book Braving Britannia. This book explores the history and impact of Ultima Online and includes interviews from current and past dev team members as well as many UO and Stratics community members. Click here for more details!
    Dismiss Notice

New Idea for Luck

Discussion in 'UHall' started by Derrick83, Jun 18, 2009.

  1. Derrick83

    Derrick83 Guest

    Here is what I suggest. With the way that the devs said how luck with the FoF a few FoF's ago, simply add a little to what it already does.

    Make the minimum intensity never be below .96 of your current luck value. So lets say you have 1000 luck. Take .96 and that gives you a 40% minimum intensity. At 1500 luck that gives a 60% minimum.


    That is a very important piece because you will have no better chance of getting 100% intensity on a item. Its still the same 1 - 100 chance but any intensity value below (your luck * .96) will become (your luck * .96).

    Without thinking into this is sounds OP, but lets break it down.

    Lets take a melee ring with all the perfect skills I could want on it.

    Fire resist

    Now, the chances of getting a item with 5 properties you actually want on it is slim enough, but lets say we are working with that item. Lets say all 5 properties rolled a RNG value below 60% and I have 1500 luck so my new low intensity value would be 60%.

    What this means is that all the values would then become 60% on this ring. So the ring stats would be

    HSI - 9
    DCI - 9
    DI - 15
    Dex - 5
    Fire Resist - 9

    To be honest, that ring with those stats wouldnt really even make any of my suits on any of my characters. But its a decent ring...but not "great" by any stretch.

    HOWEVER this is where the system would come in and work well.

    If the RNG happeend to roll a 90% and a 100% on 2 of those 5 stats then that ring becomes like this.

    HCI - 13
    DCI - 9
    DI - 25
    Dex - 5
    FR - 9

    Now that ring is decent.. its about on par with some of the equipment I use now. Its still not THE BEST. The odds of any item having 5 properities, then that item having a mixture of properties YOU NEED(or even that go good together) THEN having the RNG give you a few of them above 80% or so... is still slim. HOWEVER, this system allows for someone with luck NOT to have a item that looks like this:

    HCI - 13
    DCI - 2
    DI - 25
    Dex - 3
    FR - 4

    I wouldnt even keep this ring if I saw it as loot. The first one would possibly be usable.

    Again a item with all 60% intensities are not going to be awesome so its ok if you find items with all 60%'s across the board.. but a mixture of 60's and a few at higher levels could make a USEABLE item without making luck produce uber items consistently.
  2. Cloak&Dagger

    Cloak&Dagger Guest

    Wow that was an awful amount of math most people wont read, or maybe not understand. Either way the idea sounds good (honestly I only read the first paragraph but since I understood i skimmed over the rest which looked like examples only, didn't need any) I am not sure I would go with .96 (60% at max luck seems a little high, maybe a calculation closer to 50%? I don't know what would be acceptable right now just don't feel 60% is balanced enough) Anyway Good idea Supported.

  3. Derrick83

    Derrick83 Guest

    Yeah the %% could always be adjusted. I just figured that 60% is a decent number but wouldnt be too high either. 50% would be fine too. Just trying to start people talking about something.. maybe even a dev will see this..

    From a programming standpoint it really wouldnt be too horrible to implement either...
  4. Cloak&Dagger

    Cloak&Dagger Guest

    Nope not terribly hard at all, of course working with the old code does always slow things down tho. And it would seem likely that a dev may see this (with Draconi's reappearance and all)
  5. o2bavr6

    o2bavr6 Slightly Crazed
    Stratics Veteran

    May 13, 2008
    Likes Received:
    Personally I think that luck should come into play in all aspects of the game except PvP.

    So the higher the luck the better the loot.
    The higher the luck the better chance you craft something uber, better fishing loot. etc,
  6. Wilde1

    Wilde1 Guest


    I also think the OP's idea is ok. Heck, I'd be happy if they'd just fix the current system.
  7. Cloak&Dagger

    Cloak&Dagger Guest

    With crafting in mind I am thinking perhaps making luck cuase the over all intensity of the item not to drop below a certain point?

    Like an item can have a total of 500 intensity value, make it so that luck causes the items to have no less than x intesity based on luck, with the 50% rule basically make it so the over all item is worth 250 intensity (I am no longer feeling the 50%...should prolly be higher if it was done this way) from a crafting stand point I think that would be better since runics already give x amount of intensity. (but hey these are just the rambling thoughts of a tired man)
  8. Grumm

    Grumm Guest

    I don't think luck has a place in crafting. When was the last time your local jeweler said "Man, I got lucky making that". Crafting is a skill and as such all outcomes should come from the crafters skill. The only place I think luck has a place is loot drops.

    Is luck even functioning now? Wasn't it posted a while back that luck was currently broken/ disabled?
  9. Lady Kiara

    Lady Kiara Guest

    If The luck added to the exceptional chance..That would be OK..I mean they have jewlery,and totems that do it why not luck add a percent...
  10. Grumm

    Grumm Guest

    My feeling is that a craftsperson relies on skill. If they rely on luck for a better crafted item, then they really aren't crafters. I would rather know it's my skill making a good item and not a lucky roll.