Now this is great information based on personal experience with the game and the mechanics with Magic Luck and without "Event Modifiers" (which I will divulge further in my "Wall", thus I have dissected your comment proportionately. Hope you do not mind.
Quote (Bigheaded @ 9 Aug 2023 23:51)
So let's start with welling.
On the item you through throw into the well, the amount of ML used when throwing it in is what matters, the amount of ML you have when it dies is irrelevant.
Side drops are affected by ML, arguably is probably only affected by the amount of ML you're using on death.
Has been conformed that throwing an item in with 0 ML can get overspawn side drops if you're using ML at the kill.
This also applies to all mobs where the results lead to us believing only the amount of ML on kill matters
1 other point you seem to have missed is that ML is supposed to have a chance to increase the amount of mods item drops get. Obviously muting is unaffected here.
Welling:
So from this statement, you are stating that Magic Luck is only applied to the "Killing Blow" for All Drops? Now, if that is true, then this would also apply with Catacomb running PER wave of monsters?
Example: I am playing solo, i move to the the next square and three evil presence appear, I use my damage gear to whittle all 3 down (not killing them) and then switch to Magic Luck gear to kill them off and have a higher chance of better drops based on the Magic Luck I have (or that from an event)?
As for Transmuting, you don't need to switch gear, you just time it right and you benefit from it... thus more productive than running in a catacomb or map.Quote (Bigheaded @ 9 Aug 2023 23:51)
From my own testing I would suggest the amount of ML you have is equal to the chance of any stat receiving a bonus thanks to ML.
So If you have 30 ML, item drops have a 30% chance of getting a maximum of 1 tier of stats more. (guessing Overspawn related)
So let's suggest a tier 1 drops with 2 equipment slots and 90 max life, clearly the item went overspawn as max on t1 without ML is 1. However the max life could have received a bonus as well, as it spawns with 1-100, with overspawn theoretically also being 1-100.
(Q: doesn't each modifier have a separate roll is your question, example, the +1 Equipment Slots was "Successfully" rolled to overspawn, however, the +90 Maximum Life failed the roll? OR maybe the original roll was +45 Maximum Life and rolled "Successfully" and ended up with +90 Maximum Life?)
This is also why overspawns are significantly more common on t1s. (isn't this because Tier I's drop more frequently throughout level 1 to Master Quest?)
Finding a 35 dex level 20 item is very rare, let alone it happening to proc the ML as well to make it overspawn. (Agree 100%, because a level 20 item drops less frequently compared to Tier I / II / III & IV's)
Top half of my reply is what we know, 2nd half is just my guesses based on using a reasonable amount of ML in my solos
Great response... as you can see I added my points in blue.
I do have queries about Event modifiers and how they are actually a hindrance ... I have found more Wells during my full catacomb runs during this Event with 0 wells than I have found during the last two Events with +3 & +2 Well Event ... this also includes +X% Stat items... I have found more usable items without them with higher stats if not more stats found on the item dropped.