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Aug 9 2023 04:40am
At the end of Q & A, is an explanation of "Unspawn" vs "Overspawn" if you want to read it.

However, I want to relate question(s) to the game mechanics for Magic Luck that is current. I don't know what is applicable, so after I post my interpretation, I am hoping others can post theirs. No criticism is the Goal here.


"Magic Luck modifier has been around since Ladder Slasher was created (to my knowledge). No one then and now knows how it works, or how "Events" effect the Magic Luck modifier."

My understanding is that "Magic Luck" affects ALL drops. "Why"
... Well if you have some ML on your character and you are either "Whistling" or "Exploring" Catacombs, the Monster drops are affected.

Q: Does this also affect "side" drops when welling white items?
A: Why not, if ML affects Monster drops when exploring or whistling in a catacomb, why is it different to side drops from a Well monster?

Q: Does Magic Luck affect/effect the chances of items being Transmuted?
A: I personally don't know, but I have seen it posted by many Muters past and present.
____________

Okay, since updates and events, I personally believe that MUTERS have the best chance to make forum gold off of this game from updates compared to players HUNTING for items. Okay... I can already hear the "WTF'ing BS is this, cry me a river etc."

Let me sum it up with Events that has + Experience for the Skill (your character level increases, not the skill), add in + Jubilance which can used to ATTACK and get to the next level WITHOUT KILLING that monster (as long as character is below level 70).

Q: What is the point of gaining a level when transmuting?
A: They can hunt for mutes without buying, if they are lucky to be in a guild, they get support from members, however, keeping up the Vault space and the Guild Xfer days is a two(2) way street... the player has to buy the Vault and keep it current and cleared for all the other members sending items, and when they reach certain levels, they can only use +X Magic Luck items, so they actually want to be level 55 with the Highest ML gear they have in possession when Transmuting (basically... it is better to Mute with +2X ML at higher levels compared to maximum of +9 ML using Tier III items)

### Add in your own question(s)
____________

There are "Unspawns", what this means is that this item was created/found before the latest updates (not sure of the date) referring to "Overspawn(s)"

An Overspawn is an item found that exceeds the "maximum" modifier (str, dex, max life/mana etc) for the Tier level... thus maximum Strength found on a Tier III charm is 15, however, using magic luck, you may find a Tier III with +20 Strength (not higher).

An "Unspawn" item is one that was found / created (transmuted) 12+ years ago, maybe a Tier II charm that is 100% enhanced effect or with +35 strength.... however, with updates, you will NEVER be able to create or find these items unless someone from the past sells them.

If you did not get the gist of above... the higher character level you are, you can wield higher Magic Luck gear which improves your chances of "Tranmuting" gear without any Death penalties, and on top of that... gain levels to hunt for more Mute items.
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Aug 9 2023 05:51am
So let's start with welling.

On the item you through 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 confirmed 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.





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.


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.

This is also why overspawns are significantly more common on t1s.
Finding a 35 dex level 20 item is very rare, let alone it happening to proc the ML as well to make it overspawn.



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

This post was edited by Bigheaded on Aug 9 2023 05:52am
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Aug 9 2023 06:36am
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.
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Aug 9 2023 06:53am
voted no
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Aug 9 2023 07:09am
I could be wrong on any of this but from playing a decent amount recently -

Magic luck is great for farming transmutables for guildies or marketplace but if you actually want to find items you should just buckle down and start muting

My guess on how it works (not in wells) is there is a % chance the item rerolls the amount of stats so if you kill a monster and it drops a t1 magical and you have 30 magic luck 30% of the time it will reroll that item again and takes the higher value. Im not sure if the actual ml is equal to the % as they may be different.

For overspawns i think it works somewhat similar to how fishing in wells removes the lowest property. I have no clue how it works but here is a guess. When the item rerolls i think magic luck is detected (probably for each individual magical property). So on a t1 with lets say an int roll the max is 5 and min is 1. Lets say 1 int has a 40% chance 2 int 30% 3 int 15% 4 int 10% 5 int 5%. Once ml is detected and it is impacted on the stat then the ranges jump to the next tier and the lowest base % is removed. Like fishing in a well at 15 you can catch sardines.

I think ml rolls for each stat which is why you can find an overspawn of one magical stat but not for another on the same item

Im probably way off here…but it was fun to think about

This post was edited by EagleHeart on Aug 9 2023 07:10am
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Aug 9 2023 07:27am
Quote (EagleHeart @ 10 Aug 2023 01:09)
I could be wrong on any of this but from playing a decent amount recently -

Magic luck is great for farming transmutables for guildies or marketplace but if you actually want to find items you should just buckle down and start muting

My guess on how it works (not in wells) is there is a % chance the item rerolls the amount of stats so if you kill a monster and it drops a t1 magical and you have 30 magic luck 30% of the time it will reroll that item again and takes the higher value. Im not sure if the actual ml is equal to the % as they may be different.

For overspawns i think it works somewhat similar to how fishing in wells removes the lowest property. I have no clue how it works but here is a guess. When the item rerolls i think magic luck is detected (probably for each individual magical property). So on a t1 with lets say an int roll the max is 5 and min is 1. Lets say 1 int has a 40% chance 2 int 30% 3 int 15% 4 int 10% 5 int 5%. Once ml is detected and it is impacted on the stat then the ranges jump to the next tier and the lowest base % is removed. Like fishing in a well at 15 you can catch sardines.

I think ml rolls for each stat which is why you can find an overspawn of one magical stat but not for another on the same item

Im probably way off here…but it was fun to think about


Great response, I did not think about fishing, or even cooking... but sticking to fishing (when I had a character with 10 Ranks) and say in the Pond, I never used ML ... maybe I would have found more perfect sardines (100 max life &/or Mana) and I used to have Rank 9 Cooking (because I always cooked crap sardines to gain prof), Magic Luck could have improved my chances of success to cook 100%. However, with cooking, I doubt Magic Luck made a difference as it all comes down to timing.

Fishing and the mods (life / mana or Rare combination) could have been affected by Magic Luck, whether it be in the Pond or the Well.

I do however agree with your first Paragraph:

"Magic luck is great for farming transmutables for guildies or marketplace but if you actually want to find items you should just buckle down and start muting"

This post was edited by izParagonzi on Aug 9 2023 07:28am
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Aug 9 2023 07:32am
Sorry let me clarify - ml does not impact fishing or cooking. It is all equal. But there is a system in place in the game where if you get to a threshold (lvl 15) and are in a well then you remove a tier. So the system is already in place and i see games reuse the same assets or strategies in similar ways which is why i think it works like this

This post was edited by EagleHeart on Aug 9 2023 07:33am
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Aug 9 2023 07:42am
Quote (EagleHeart @ 10 Aug 2023 01:32)
Sorry let me clarify - ml does not impact fishing or cooking. It is all equal. But there is a system in place in the game where if you get to a threshold (lvl 15) and are in a well then you remove a tier. So the system is already in place and i see games reuse the same assets or strategies in similar ways which is why i think it works like this


Cooking: I concur in your assessment.

Fishing: This has not been explored, for example, you have 3 times +3 Magic Luck equipped Items @ level 5 Character and a Fishing Rank of 4 and are using a +19 Durability Tier I Rod at either the Well or Pond in town.

The outcome of successful fish are "Sardines", the modifier(s) are say from 20 to 100 life or mana maximum, OR Rare (life + mana).

The question is simple for this scenario... does +9 Magic Luck increase the value of Life, Mana or the fish being Rare?

No one has tested this out, however... both of us are in the dark, just like the rest of us unless Paul states / posts the mechanics of each.
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Aug 9 2023 08:13am
This whole post is Babble.
We all know what we don't know about ML.

Talking/asking about it is just running in circles at this point.


Voted no
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Aug 9 2023 08:31am
I voted for bananas. Lots of bananas.
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