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Ray Darkwolf Ray Darkwolf
posted on Tuesday, November 28 2017, 08:15 PM in Game Suggestions
Heya Sedy~ Made mockups of some possible changes in the game's looting options:

Need/Greed rolling windows
1) Being able to move the group of roll windows on our UI. "invisible box" and saving that position
2) Shortened the original boxes and moved rolling buttons down.
3) Buttons have labels to avoid confusion for newbies
4) Removed small x buttons on windows since the Pass is the X anyway. I thought it was redundant.

https://orig00.deviantart.net/13f8/f/2017/332/e/2/lootneedgreed_by_raydarkwolf-dbv51af.gif


Need/Greed filter options
1) Upong choosing Need & Greed we have options if its:
---- Free For All: Each item in box is rolled like FFA
---- Round Robin: Each item in box rolled but 1 person can only win in 6 items?
---- Filters have choices of each type of loot, If its equipment, if its class roll only and being able to master loot or ffa loot non rolled items

https://orig00.deviantart.net/5448/f/2017/332/c/b/lootoptionfiulters_by_raydarkwolf-dbv527w.jpg


Lucky Loot Charm 30%
3 hours is just so long and a lot of people cant commit to using it straight. I suggest that it be sold as a 3pcs bundle for the same price, but it's 1hr each. Or you can make it 1.5hr each for 2pcs. We're more likely to buy more of it if it is xD!

https://orig00.deviantart.net/146c/f/2017/332/4/1/lootcharm_by_raydarkwolf-dbv51ev.gif


Harder/Tougher Dungeons for Drop Rate buffs
1) Party is able to choose a "Plus Mode" or whatever dungeon, which has the same drop list as the Insane mode (or Normal mode if DMP) but the bosses and mobs are beefed up and stronger.
---- Boss HP, Def, Protection, Eva, Att increase
---- Summons increase (ex. instead of 4 worms, it summon 6)
---- Trash mobs become more painful
---- Higher att speed of monsters

By doing the dungeon on Plus Mode, the party gets a party buff (like in Nighttime dungeons) of 50%, up to you really depending on how torturous the dungeon will be.

https://orig00.deviantart.net/e2ae/f/2017/332/3/3/dungeonentry_by_raydarkwolf-dbv51au.gif


Thats it really some little tweaks. Lemme know what you think Sedy~ And server if you have anything else to add~

Thank you for reading!
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Responses (42)
  • Accepted Answer

    Shin(oob)iashy Shin(oob)iashy
    replied on Tuesday, November 28 2017, 10:31 PM #Permalink
    Dawh, pretty mock-ups :D totally agree on the changes for Need/Greed, if used correctly it takes a few minutes (which ends up being a lot if you are spamming) out of dungeon runs + less time spent in chat hoping people read the drop lists and picking what they want.
    Another difficulty level sounds interesting, if posible, I would propose to make it limited. It could be ran around 3 times until the server resets since a 50% drop boost is quite noticeable for the rarer items (which in turn wont make them less valuable in auction/sales due to being "easier" to obtain).

    Overall good suggestions :p
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Tuesday, November 28 2017, 10:38 PM #Permalink
    Shin(oob)iashy wrote:

    Another difficulty level sounds interesting,if posible, I would propose to make it limited, it could be ran around 3 times until the server resets since a 50% drop boost is quite noticeable for the rarer items (which in turn wont make them less valuable in auction/sales due to being "easier" to obtain).


    Yep sounds like a cool thing, something limited to run. Tho really depends on how Sedy would jack up the dungeon xD!!! If the run would take an hour++ with a really good pt, might not be needed~

    Especially since we've run dungeons at 50% drop rate and nothing impt dropped *snort*
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Tuesday, November 28 2017, 11:28 PM #Permalink
    Yeh the changes to Need & Greed - definitely need to make those boxes smaller and repositionable. Very annoying when they pop up and cover your target if somebody loots in combat.

    The rarity filter will happen for sure. Been meaning to write that in for a while now. You will be able to select the rarity that will be affected by it, so if you set Epic, only Epic+ items will be rolled and the rest of the items will remain in the loot chest. I was planning to just have the items of rarity below what you select be free for all so anyone can loot them so things aren't overly complex and having to add all these different options like master loot, turns etc. Not sure about the equipment only and class only settings either. I think if you don't trust the people you are partying with to make good decisions on what they roll on it's best to use one of the other loot systems like master loot?

    I guess it depends on how well I can make it work with as few settings as possible, or very clear settings to keep it nice and clean and simple.

    So yes, I will definitely fix the size and layout and add the rarity setting. The other stuff I will look at and implement if possible :)
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  • Accepted Answer

    Shin(oob)iashy Shin(oob)iashy
    replied on Tuesday, November 28 2017, 11:38 PM #Permalink
    Not sure about the equipment only and class only settings either. I think if you don't trust the people you are partying with to make good decisions on what they roll on it's best to use one of the other loot systems like master loot?


    True, I think Ray meant that part more as a quality of life sort of thing, that way if healer gear drops in dungeons like DMP where you cant trade afterwards, the healer(s) will get it right away. But as you said, that is what the other types of looting are there for :p
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Tuesday, November 28 2017, 11:44 PM #Permalink
    Yeh I will check it all when I add the rarity filter - if it's straightforward enough I will try to add some other options :)
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Tuesday, November 28 2017, 11:44 PM #Permalink
    Ray Darkwolf wrote:
    Lucky Loot Charm 30%
    3 hours is just so long and a lot of people cant commit to using it straight. I suggest that it be sold as a 3pcs bundle for the same price, but it's 1hr each. Or you can make it 1.5hr each for 2pcs. We're more likely to buy more of it if it is xD!

    https://orig00.deviantart.net/146c/f/2017/332/4/1/lootcharm_by_raydarkwolf-dbv51ev.gif


    I could maybe just reduce them all to 1 hour and reduce the price. More flexibility that way. I will check sales logs and see if people even buy the 10/20% version because I don't think they do - maybe just remove them and have 30% 1hr potion.
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Tuesday, November 28 2017, 11:58 PM #Permalink
    Sedy wrote:

    Not sure about the equipment only and class only settings either. I think if you don't trust the people you are partying with to make good decisions on what they roll on it's best to use one of the other loot systems like master loot?

    I guess it depends on how well I can make it work with as few settings as possible, or very clear settings to keep it nice and clean and simple.

    So yes, I will definitely fix the size and layout and add the rarity setting. The other stuff I will look at and implement if possible :)

    Some people dont read in game T_T. :(

    Also it's more for the fact that it won't wait on other people who are not interested. Like say someone who AFKs in the middle of rolling or just igno[/i]red the rolling to begin with and we're all just waiting for 30 seconds of silence when we use FFA or Master Loot.

    In parties its not too important really. The parties I go with are really familiar with each other enough that we even leave it on FFA. But when it comes to raids, the percent of people seriously taking forever to decide on things they want; rolling, pressing buttons, making mistakes about rolls and not reading are simply just too many.

    XD Our jokes are always that the bosses takes barely 5 mins to finish, but the looting takes 10mins+ to do. :D

    Sedy wrote:

    Yeh I will check it all when I add the rarity filter - if it's straightforward enough I will try to add some other options :)

    Fae said it could be possible just make the rarities in checkboxes for more customizing. We have other items that need to be allocated better, like say DNA pieces, Toxins, Shards which are all untradable and possibly bought by other players. S'why I mockedup a unrolled Master Loot option haha xD


    Sedy wrote:

    I could maybe just reduce them all to 1 hour and reduce the price. More flexibility that way. I will check sales logs and see if people even buy the 10/20% version because I don't think they do - maybe just remove them and have 30% 1hr potion.

    Why not yeh? XD I just thought you wanted people to spend more for something better, so I placed that mockup HAHAHAH.

    Thanks Sedy! o/
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  • Accepted Answer

    Spunny Spunny
    replied on Tuesday, November 28 2017, 11:59 PM #Permalink
    Pretty :D
    Actually for the rolling system, would it make more sense to have an additional system called custom where you can mix and match the loot types for item types e.g. spilt by rarity then for each rarity choose the looting type (for the original options can be applicable to all)?
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Wednesday, November 29 2017, 12:08 AM #Permalink
    Ray Darkwolf wrote:
    Harder/Tougher Dungeons for Drop Rate buffs
    1) Party is able to choose a "Plus Mode" or whatever dungeon, which has the same drop list as the Insane mode (or Normal mode if DMP) but the bosses and mobs are beefed up and stronger.
    ---- Boss HP, Def, Protection, Eva, Att increase
    ---- Summons increase (ex. instead of 4 worms, it summon 6)
    ---- Trash mobs become more painful
    ---- Higher att speed of monsters

    By doing the dungeon on Plus Mode, the party gets a party buff (like in Nighttime dungeons) of 50%, up to you really depending on how torturous the dungeon will be.

    https://orig00.deviantart.net/e2ae/f/2017/332/3/3/dungeonentry_by_raydarkwolf-dbv51au.gif


    Thats it really some little tweaks. Lemme know what you think Sedy~ And server if you have anything else to add~

    Thank you for reading!


    Yeh this is interesting. I've been thinking of ways to make Insane mode dungeons a bit more challenging without just increasing monster damage and making it too difficult for casual players, or increasing defenses and HP making it boring unless you have an OP party. This kind of thing would solve that issue as we could have a super difficult mode for those that want the challenge but without any specific rewards that are not available to those that can't or don't want to. Items would remain the same but would drop at a higher chance.

    I think just an extra tickable box somewhere underneath the mode dropdown would be fine and it could be used for all modes of dungeon.

    Select Insane Mode, tick the Challenging or whatever we want to call it tickbox and take the pain for better chance of drops :) I already have a system in place in the game for increasing monster defense, HP and damage (Vortex, Snow Mountain etc.) that could probably be used for this, but I would like to add some additional stuff too to spice things up.

    We could have special buffs for the monsters on the challenging mode, that are either specific to that dungeon or that change every day. Buffs like monsters will heal all other nearby monsters to full at the moment of death, or immunities to impairment effects like slows, stuns, knockbacks, or drop traps or circles/totems when they die that do a large amount of damage to players standing on them or heal other monsters that are on them, buff other monsters in range with additional damage or HP or Defense that stacks, things to prevent the pull everything and AoE it all tactic :)
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  • Accepted Answer

    Shin(oob)iashy Shin(oob)iashy
    replied on Wednesday, November 29 2017, 12:15 AM #Permalink
    We could have special buffs for the monsters on the challenging mode, that are either specific to that dungeon or that change every day. Buffs like monsters will heal all other nearby monsters to full at the moment of death, or immunities to impairment effects like slows, stuns, knockbacks, or drop traps or circles/totems when they die that do a large amount of damage to players standing on them or heal other monsters that are on them, buff other monsters in range with additional damage or HP or Defense that stacks, things to prevent the pull everything and AoE it all tactic :)


    It would make dungeon runs more dynamic for sure, most of the hardships come from debuffs and wide area effects, so beefing those up or making them more interesting (for example a totem that silences you but heals a bit of %hp, mix and match buffs/debuffs) would be great. On a second thought there's also stuff similar to "hardcore" mode in some games, basically if you die in said dungeon run thats it for you, you get ported back to the entrance~
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  • Accepted Answer

    Ur Ur
    replied on Wednesday, November 29 2017, 07:27 AM #Permalink
    Hi sorry stupid question, so what happens if I click the greed button?
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Wednesday, November 29 2017, 07:30 AM #Permalink
    Ur wrote:

    Hi sorry stupid question, so what happens if I click the greed button?
    You will only roll if no one in the pt clicked Need~ :D
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  • Accepted Answer

    Perubi Perubi
    replied on Thursday, November 30 2017, 11:37 AM #Permalink
    Sedy wrote:

    Buffs like monsters will heal all other nearby monsters to full at the moment of death, or immunities to impairment effects like slows, stuns, knockbacks, or drop traps or circles/totems when they die that do a large amount of damage to players standing on them or heal other monsters that are on them, buff other monsters in range with additional damage or HP or Defense that stacks, things to prevent the pull everything and AoE it all tactic :)


    Lol...this is painful Sedy!! Worm will kill us all if they can heal, lolol
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Friday, December 01 2017, 04:33 AM #Permalink
    I wonder if the Reputation pots can also be 1hr for x4 and cheaper :D :D
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  • Accepted Answer

    Shin(oob)iashy Shin(oob)iashy
    replied on Friday, December 01 2017, 10:44 AM #Permalink
    Ray Darkwolf wrote:

    I wonder if the Reputation pots can also be 1hr for x4 and cheaper :D :D


    Well since Sedy is going to take a look at the sales log anyways, he'll probably notice a few items not being sold as much and changing them :D specially most pots; the one that gives you HP Drain is always tempting
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  • Accepted Answer

    Umpity Umpity
    replied on Friday, December 01 2017, 05:15 PM #Permalink
    i think the moolah pots in moolah shop need complete rework they arent worth buying.
    if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.

    i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
    make the price of the pot like 1 moolah each or something cheap so ppl will use them.
    same for bf.

    as for the need greed .. i like the proposed change .. i think wold be benifical to add filter for dna , trans, recipes and legendary item peices as well.

    making a harder dungeon with higher drop rate just means someone is tired of farming the current ones with low drop rate they want the gear now lol.
    also this mean that only a select few will be able to run it and get these nice drop rate.
    so we get what we always have.. only a select few getting great stuff.
    sound more like someone doesnt necesarily want harder dungeon they just want to get legendary stuffs and gear faster and only those select few will have them first lol.
    i mean come on we cant even get a raid for lvl 85 catacombs without GM assistance anymore.
    it will only be a few ppl that will be able to run the dungeons like this.

    i like the idea of it but it isnt fair to all.
    maybe would be better idea to make a harder dungeon lvl but make it require a raid because its so hard with higher drop rate so more ppl can go and get to take advantage of the nice drop rate kind of like with catacombs but for all dungeoons.
    and maybe increase the legendary piece count so say maybe one time you run and might get 3 waterdrop or shard in one run but next time might be just 1.
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Friday, December 01 2017, 06:46 PM #Permalink
    Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
    if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.

    i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
    make the price of the pot like 1 moolah each or something cheap so ppl will use them.
    same for bf.

    I see your point, I wanted it to be a timed consumable as well since it sucks when we can't fully get the 3 hours of the buff--but at the same time, people will abuse it by logging off, saving that buff to the second, and just minimizing the people buying the pot itself.

    Also the suggestion you have is hurting players who are able to run dungeons way faster than others. Say if we have 1 run pots right. Party A runs a dungeon at 30 mins, whereas Party B is able to run the same dungeon in 5 mins.
    That means to do that 30 min time, PartyB needs to spend 6 moolah for potions?
    Kinda punishing for players who geared to be better at running dungeons.

    Umpity wrote:as for the need greed .. i like the proposed change .. i think wold be benifical to add filter for dna , trans, recipes and legendary item peices as well.

    Thanks I know its awesome =D

    Umpity wrote:
    making a harder dungeon with higher drop rate just means someone is tired of farming the current ones with low drop rate they want the gear now lol.

    Can't argue with that, the dungeons after we have geared up are rather boring to farm. There is no challenge anymore when you'd ran a dungeon for more than 100 times and memorized everything to a T. The party's damage and HP and defenses scaled already to DMP gear, hence the dungeon just got weaker for us. Not much accomplishment, just...boredom.

    Umpity wrote:
    also this mean that only a select few will be able to run it and get these nice drop rate.
    so we get what we always have.. only a select few getting great stuff.
    sound more like someone doesnt necesarily want harder dungeon they just want to get legendary stuffs and gear faster and only those select few will have them first lol.

    I have to say, do you do anything like the "select few people" that do these dungeons? Personally I have gone with my Guild/Union party, Nobles and FreeHug's party and even MAAT's ffa party and thats not a "select few".
    The fact that some get legendary gears faster is cause they keep spamming these dungeons with people. They don't stop spamming it. Crazy they are HAHAHAHA

    Umpity wrote:
    i mean come on we cant even get a raid for lvl 85 catacombs without GM assistance anymore.
    it will only be a few ppl that will be able to run the dungeons like this.

    Idk how many friends or people you have, but if it's the right time and theres many active people who wanna go..its kinda easy to make a raid lol. Catacombs tho is different cause it's a PvP enabled map, people need to trust the others in their party that they wont be PKed. That's why they preferred it when GMs made it, cause it ensured no cheap kills happening. =)

    Umpity wrote:
    i like the idea of it but it isnt fair to all.
    maybe would be better idea to make a harder dungeon lvl but make it require a raid because its so hard with higher drop rate so more ppl can go and get to take advantage of the nice drop rate kind of like with catacombs but for all dungeoons.
    and maybe increase the legendary piece count so say maybe one time you run and might get 3 waterdrop or shard in one run but next time might be just 1.

    You were just saying that raids are hard to make, and now you want a dungeon thats raid needed? Wouldn't that be less fair =) What if some people are able to run these so called raid dungeons with a party? Is it their fault again? XD"

    The purpose of the suggestion was just a droprate enhance. Drop rate does not guarantee any drops to happen. I usually put up a 30% Loot Charm everytime our party plans on spamming, and we never get much drops to begin with. So i do not see much of an unfairness, aside from the fact that the party running would be more challenged ^^
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  • Accepted Answer

    Umpity Umpity
    replied on Saturday, December 02 2017, 04:29 AM #Permalink
    oh and btw even the other moolah pots like the one to buy bf points with random box are insanely overpriced.
    the max you can get in those box/vial is 15k bf point and each box costs 10 moolah this might have been awesome when bf gear only cost like 100k bf points but now that we have bf gear costing 500k-1m bf points they are kind of pointless.
    to put that into perspective
    if i wanted to buy an accesory for 500k bf point i would need to get approximately 33-100 of those vials @ 10 moolah each would bring the price of the item between 330moolah (low estimate) to 1000 moolah (more likely estimate is somewhere in between) for one single item.

    that is just crazy. even the donator items in moolah shop dont cost that much.
    and i have yet to see any piece of gear in the bf vendor that is worth that much moolah.
    imagine trying to buy one of the 1m dollar titles lol with the crappy bf stats.
    it would cost you almost double what it would cost you to just buy normal wings from moolah shop for 1/3rd the stats.
    i admit some of the gear in bf vendor looks interesting but is not worth wasting all those bf points on i just use my bf point for recipe i need or dispell pots nothing in there worth the time or effort and reputation you need to use. maybe the trinity accesories but still they are not worth 1000 moolah a peice or the 2 + years it will take
    an average player to farm the points /rep to wear them.

    i think we should be able to just buy bf items from moolah shop as well for same price as normal gears cost.
    most ppl dont even bother with those gears for exactly this reason.
    colloseum is the same way im close to having enough colloseum points to buying weapon but it will take a couple years to get the rep to use it..so i quit trying farming it.. the stats on the weapons arent that great anyways and by the time i am able to use it there will probably be another lvl cap increase with new weapons etc and the staff from dmp is as good or better with less torture to use.

    anyways not trying to hijack the thread i thought it was kind of on topic since we mentioned pots.
    oh and sorry i got carried away rambling.
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  • Accepted Answer

    Wie Wie
    replied on Saturday, December 02 2017, 06:55 AM #Permalink
    Hello stop reducing price...better you give me discount for donating
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Saturday, December 02 2017, 03:17 PM #Permalink
    https://orig00.deviantart.net/6e50/f/2017/336/6/7/376039584091471872_by_raydarkwolf-dbvigox.png
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  • Accepted Answer

    Jempoy Jempoy
    replied on Saturday, December 02 2017, 09:29 PM #Permalink
    oohhh just a random idea I came up with
    for the + modes, why not add an optional boss like those rudolph and jack too ahaha xD
    A unique kind of boss, im thinking of a boss type monster in the form of player chars, like a sorcerer with boss stats seems nice,ofc they cant glitch coz it's an npc but it can use all the skills a sorcerer can use, other classes too, a templar with boss type stats, tougher than subjugator ahahaha xD

    Name "Phantom" crossed my mind, not sure if it's the same name of the monster in particular game with same concept

    Reason for this, insane mode + is like a crazy version, an abornal kind something, so some irregularities will be present ans I like this insane mide + suggestion coz most of the insane modes are not that challenging anymore for most of the players coz of level, armors, etc. So a new thrill would be really nice. Or this reason only counts to ray :))
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Sunday, December 03 2017, 03:11 AM #Permalink
    ok so Need & Greed.

    I didn't really want to add text to the buttons making them bigger and then squeezing everything in. The buttons all have tooltips explaining what they are so shouldn't really be a problem for newbies. Also I wanted to use a new design and buttons with text just wouldn't work with it :D

    The windows are now simple bars with a timer gauge coloured by the items rarity. Due to their much smaller size they can be positioned at the top center of the screen without getting in the way of anything. I haven't made them positionable though as I don't think it's really needed now they are so much smaller.

    https://noscrubs.net/discussions?controller=attachment&task=displayFile&tmpl=component&id=15246

    I have also added the new menu off of the Need & Greed option in the party loot window, allowing you to filter which item rarities will be rolled. If for example, you choose Rare+, all Rare quality items and above (Unique, Epic, Tear, Moolah etc.) will be rolled and the Uncommon/Common items will remain in the loot chest set as Free for All for anyone to loot.

    The Need & Greed text in the main party bar will also change colour depending on the rarity filter you set.

    https://noscrubs.net/discussions?controller=attachment&task=displayFile&tmpl=component&id=15247

    Not really keen to add those other options like filtering equipment only, class stuff, master looting unrolled items etc. I want to keep it simple. Better to use Master Loot for anything not straight-forward I think.

    I will put this in with the next update which will be for christmas updates and stuff probably.
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  • Accepted Answer

    Umpity Umpity
    replied on Sunday, December 03 2017, 05:43 AM #Permalink
    would also be great if you could opt in/out of need or greed for dungeons that you know have nothing you want instead of getting constant stream of popups.

    also alot of people still dpnt know what need and greed mean ..perhaps a small tooltip when you hover over the button explaining what they mean.
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Sunday, December 03 2017, 08:13 AM #Permalink
    APPROVED THIS NEW UI
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  • Accepted Answer

    Shin(oob)iashy Shin(oob)iashy
    replied on Sunday, December 03 2017, 05:12 PM #Permalink
    The colored item bars is genius :D makes everything look pretty
    Thanks for the hard work sedeh~
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  • Accepted Answer

    Umpity Umpity
    replied on Monday, December 04 2017, 03:02 AM #Permalink
    1 pot lasts 1 dungeon for enhanced drop rate
    1 pot lasts 2 maybe 3 battlefield for bf points



    ea
    Ray Darkwolf wrote:

    Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
    if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.

    i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
    make the price of the pot like 1 moolah each or something cheap so ppl will use them.
    same for bf.

    I see your point, I wanted it to be a timed consumable as well since it sucks when we can't fully get the 3 hours of the buff--but at the same time, people will abuse it by logging off, saving that buff to the second, and just minimizing the people buying the pot itself.

    Also the suggestion you have is hurting players who are able to run dungeons way faster than others. Say if we have 1 run pots right. Party A runs a dungeon at 30 mins, whereas Party B is able to run the same dungeon in 5 mins.
    That means to do that 30 min time, PartyB needs to spend 6 moolah for potions?
    Kinda punishing for players who geared to be better at running dungeons.



    this idea would not hurt anyone lol.

    i think you misread it.

    my suggestion:
    drop price of moolah pot to 1 moolah but they only last 1 dungeon run or battlefield match.

    even if pty B can run dungeon in 5 min doesnt matter.. they can run the dungeon 30 times and it will only cost them 30 moolah for drop rate increase every time.

    as of right now:
    moolah pot cost 20 moolah for 3 hours.

    party A or B uses pot has pty and starts to spam dungeon 30 minutes in someone has to leave or internet goes down etc etc..
    now pty just wasted 20 moolah.

    its the same way for battlefield someone wants to farm bf points then spends 20 moolah to get bf pot then bf dies off and they only got that buf for 2 matches.
    (this has happened to me lots of times and it pisses me of to the point i no longer buy them)

    my way is more effiecent less waste of buff and everyone wins.



    this would also work for battlefield points potions and would be much better because you never know if anyone will go or not.
    this way you could wait till the match que's then use the pot.
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Monday, December 04 2017, 03:13 AM #Permalink
    :D 30% Droppot is 20 moolah not 30~

    1moolah per dungeon? Mmmmm...I like the idea its 1 pot per dun if thats the case, but at the same time
    Server wise its very cheap ^^
    Reply voted down Show
  • Accepted Answer

    Umpity Umpity
    replied on Monday, December 04 2017, 03:18 AM #Permalink
    Ray Darkwolf wrote:

    :D 30% Droppot is 20 moolah not 30~

    1moolah per dungeon? Mmmmm...I like the idea its 1 pot per dun if thats the case, but at the same time
    Server wise its very cheap ^^


    thanks edited.

    yeah but just think of all the moolah sales the moolah shop would get.
    those things will sell like hotcakes.
    and it would even out since more ppl will be using them more often (especially bf farmers)
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Monday, December 04 2017, 03:26 AM #Permalink
    Eh I use the potion to do my reputation from quests the most =) Which isnt in a BF or a dungeon~
    Reply voted down Show
  • Accepted Answer

    >Veno >Veno
    replied on Monday, December 04 2017, 10:37 AM #Permalink
    Umpity wrote:

    1 pot lasts 1 dungeon for enhanced drop rate
    1 pot lasts 2 maybe 3 battlefield for bf points



    ea
    Ray Darkwolf wrote:

    Umpity wrote:i think the moolah pots in moolah shop need complete rework they arent worth buying.
    if you spend 30 moolah on one use it then suddenly bf gets slow or noone can get pty for dungeon it will expire in 3 hours regardless.

    i propose making them way cheaper and only usable 1 time dungeon run or for 2 battle field matches etc this way if you know you are about to do the dungeon you can use the pot and get the buff. and if you decide to run the dungeon again you can use another pot etc.
    make the price of the pot like 1 moolah each or something cheap so ppl will use them.
    same for bf.

    I see your point, I wanted it to be a timed consumable as well since it sucks when we can't fully get the 3 hours of the buff--but at the same time, people will abuse it by logging off, saving that buff to the second, and just minimizing the people buying the pot itself.

    Also the suggestion you have is hurting players who are able to run dungeons way faster than others. Say if we have 1 run pots right. Party A runs a dungeon at 30 mins, whereas Party B is able to run the same dungeon in 5 mins.
    That means to do that 30 min time, PartyB needs to spend 6 moolah for potions?
    Kinda punishing for players who geared to be better at running dungeons.



    this idea would not hurt anyone lol.

    i think you misread it.

    my suggestion:
    drop price of moolah pot to 1 moolah but they only last 1 dungeon run or battlefield match.

    even if pty B can run dungeon in 5 min doesnt matter.. they can run the dungeon 30 times and it will only cost them 30 moolah for drop rate increase every time.

    as of right now:
    moolah pot cost 20 moolah for 3 hours.

    party A or B uses pot has pty and starts to spam dungeon 30 minutes in someone has to leave or internet goes down etc etc..
    now pty just wasted 20 moolah.

    its the same way for battlefield someone wants to farm bf points then spends 20 moolah to get bf pot then bf dies off and they only got that buf for 2 matches.
    (this has happened to me lots of times and it pisses me of to the point i no longer buy them)

    my way is more effiecent less waste of buff and everyone wins.



    this would also work for battlefield points potions and would be much better because you never know if anyone will go or not.
    this way you could wait till the match que's then use the pot.


    It's good idea to do pot on lucky drop only for 1 dng run, but 1 moolah per dng? Srsly?
    It will be better if each member of the party will buy a potion to make the effect work.
    If u have 6 members in party, all 6 members should buy potion on lucky drop. 6 moolah per dng, 1 moolah per person. This is better way to remake pots in shop + Sedy will be in favorable position.
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, December 09 2017, 02:09 AM #Permalink
    I think the prices of potions are reasonable already. They were reduced by 50% not so long ago when I changed them to realtime instead of game time, and that wasn't the only time they were reduced.

    If I do change them it will be to make them into 1, 2 and 3 hours and all have the same amount of bonus (like the Blessed potions) and keep the prices the same as now.

    Monster EXP Booster x4 (1 hour) 10 moolah
    Monster EXP Booster x4 (2 hour) 15 moolah
    Monster EXP Booster x4 (3 hour) 20 moolah
    Monster SXP Booster x4 (1 hour) 10 moolah
    Monster SXP Booster x4 (2 hour) 15 moolah
    Monster SXP Booster x4 (3 hour) 20 moolah
    Monster EXP & SXP Booster x4 (1 hour) 15 moolah
    Monster EXP & SXP Booster x4 (2 hour) 22 moolah
    Monster EXP & SXP Booster x4 (3 hour) 30 moolah
    Lucky Loot Charm 30% (1 hours) 10 moolah
    Lucky Loot Charm 30% (2 hours) 15 moolah
    Lucky Loot Charm 30% (3 hours) 20 moolah
    Gold Enchantment 50% (1 hours) 5 moolah
    Gold Enchantment 50% (2 hours) 10 moolah
    Gold Enchantment 50% (3 hours) 15 moolah
    Battlefield Booster 30% (1 hours) 10 moolah
    Battlefield Booster 30% (2 hours) 15 moolah
    Battlefield Booster 30% (3 hours) 20 moolah
    Quest EXP/SXP Booster 30% (1 hours) 15 moolah
    Quest EXP/SXP Booster 30% (2 hours) 22 moolah
    Quest EXP/SXP Booster 30% (3 hours) 30 moolah
    Reputation Booster x4 (1 hours) 10 moolah
    Reputation Booster x4 (2 hours) 15 moolah
    Reputation Booster x4 (3 hours) 20 moolah

    So instead of getting 10% Item Luck for 3 hours for 10 Moolah, you get 1 hour of 30%. etc. etc.
      Reply 
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, December 09 2017, 02:31 AM #Permalink
    Hell Mode

    https://noscrubs.net/discussions?controller=attachment&task=displayFile&tmpl=component&id=15252
    Open image in a new tab or window for bigger.

    5 new modes, Hell Mode 1 - 5.
    Each mode increases monster Atk/Def/HP/AtkSpd by 20% and Hit/Crit/Eva/Prot by 30-40%, so that's 100% more Atk/Def/HP etc. at mode 5.
    Each mode grants ALL monsters 10% Armor Penetration and 10% All Absorb per mode, so 50% at mode 5.
    All monsters gain a random immunity, could be to slows, stuns, immo, knockback or even all physical debuffs, magic debuffs or all debuffs.
    Hell Modes cannot be reset with dungeon reset cards.

    Each mode grants players 10% Item Luck and 10% More Gold, upto maximum of 50% at mode 5.
    Attachments:
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  • Accepted Answer

    Umpity Umpity
    replied on Saturday, December 09 2017, 05:41 PM #Permalink
    Sedy wrote:

    I think the prices of potions are reasonable already. They were reduced by 50% not so long ago when I changed them to realtime instead of game time, and that wasn't the only time they were reduced.

    If I do change them it will be to make them into 1, 2 and 3 hours and all have the same amount of bonus (like the Blessed potions) and keep the prices the same as now.

    Monster EXP Booster x4 (1 hour) 10 moolah
    Monster EXP Booster x4 (2 hour) 15 moolah
    Monster EXP Booster x4 (3 hour) 20 moolah
    Monster SXP Booster x4 (1 hour) 10 moolah
    Monster SXP Booster x4 (2 hour) 15 moolah
    Monster SXP Booster x4 (3 hour) 20 moolah
    Monster EXP & SXP Booster x4 (1 hour) 15 moolah
    Monster EXP & SXP Booster x4 (2 hour) 22 moolah
    Monster EXP & SXP Booster x4 (3 hour) 30 moolah
    Lucky Loot Charm 30% (1 hours) 10 moolah
    Lucky Loot Charm 30% (2 hours) 15 moolah
    Lucky Loot Charm 30% (3 hours) 20 moolah
    Gold Enchantment 50% (1 hours) 5 moolah
    Gold Enchantment 50% (2 hours) 10 moolah
    Gold Enchantment 50% (3 hours) 15 moolah
    Battlefield Booster 30% (1 hours) 10 moolah
    Battlefield Booster 30% (2 hours) 15 moolah
    Battlefield Booster 30% (3 hours) 20 moolah
    Quest EXP/SXP Booster 30% (1 hours) 15 moolah
    Quest EXP/SXP Booster 30% (2 hours) 22 moolah
    Quest EXP/SXP Booster 30% (3 hours) 30 moolah
    Reputation Booster x4 (3 hours) 10 moolah
    Reputation Booster x4 (3 hours) 15 moolah
    Reputation Booster x4 (3 hours) 20 moolah

    So instead of getting 10% Item Luck for 3 hours for 10 Moolah, you get 1 hour of 30%. etc. etc.


    yeah spot on ...this doesnt really affect me i was just making a suggestion in my previous posts. The only moolah pot i use from time to time is bf booster and in 6 years i have only bought one or two of those...because you never know if bf will start or if it will die off after a sudden rush of activity. the ones i did buy was when i was in a close tie for first place in rankings.

    as for the other pots they (imho) are just garbage except maybe the reputation one and i dont buy that one either because i dont really like the reputation system and dont need anything that requires it and to be honest would just stop playing the game if it became like required to progress at all untill you get certain reputation etc.. just makes the game less fun. I mean as if farming enough points to get a braclet or item isnt enough torture (nobody likes grinding that much) but to then have to keep grinding/farming same thing over and over just to be able to use the item you already farmed is obsurd.

    The benefits vs moolah cost/reward for all of the moolah pots is just not worth it (hence the reason i never use them :) but if they were cheaper say 1m each i might use them.

    the luckyloot charm just guarantees that EVERYTHING has a 30% higher chance of dropping this includes uni and normals and garbage as well so you really arent increasing anything except the chance that you wont get empty loot.
    total waste of moolah.

    say a box could contain
    a weapon 1 % chance you now have 1.3% chance with pot
    title 1% chance you now have 1.3% chance with pot
    armror 20% chance you now have 26% chance with pot
    garbage loot 50% chance you now have 65% chance with pot.
    on boxes with multiple items and low epic % rate u actually just increased your chances of getting crap loot exponetially.
    basically just decreases chance to get nothing on a drop and increases chances of getting garbage loot (for those of you thinking you might finally get that hard to get recipe with this pot think again lol). the only way this pot would be good is if it only increased epic or item specific drop rate because by raising the drop rate of everything you nullify any potential to get one item over another.
    unless you like paying for higher % chance for garbage loot then skip this pot all together.

    except for new players the exp/sxp ones arent really needed in game at all unless u just like wasting tons of moolah to lvl your guild because after lvl 100 there arent many places to get exp/sxp. the only time ive used these is when guild is close to lvl and im impatient and want it to happen faster but i will only use the free ones from daily gift to pair with server exp/sxp buff when doing lvl 100 dungeons (just to lvl the guild)

    and the gold drop one is ok i guess but a waste of moolah when u can trade 1 moolah for much more gold than you will farm in 3 hours anyway and the pot costs so much more moolah. example: you can sell 1 moolah for 15m gold or you can buy a gold enhance pot from moolah shop for 20 moolah and farm for 3 hours and still get less gold than you would have gotten by selling 1 of the 20 moolah you spent on the pot..
    which do you choose?
    and btw none of the monsters on the game drop that much gold to where it would be beneficial to you to pay for a moolah pot that increases the gold drop by any % except maybe 400%.
    if you farm nonstop 3 hours and get 20m gold the use of a gold pot with 50% increase will net you 10m gold for grand total of 30m gold for the price of 20 moolah...jeesh
    just sell 2 moolah and you make more than that instantly.
      Reply 
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, December 09 2017, 11:05 PM #Permalink
    That is not how Item Luck works. I will explain how it works currently, and how it will work in the next update because I have made changes.

    First an explanation on how loot works in Iris.

    Example: Monster A has 4 boxes of armor in it's possession and it is setup to only drop 1 of them:

    Box 1 contains Epic armor and has 5% chance
    Box 2 contains Unique armor and has 10% chance
    Box 3 contains Rare armor and has 20% chance
    Box 4 contains Uncommon armor and has 40% chance

    Inside each box are 10 armors of the appropriate rarity, each with a 7% chance. Totaling 70%. So if this box drops, there is a 70% chance you will get 1 of the armors inside it.

    You kill Monster A.
    A random number is generated between 1-100.

    The 4 boxes are checked in turn.
    Box 1 needs between 1 and 5 because it's set to 5%
    Box 2 needs between 6 and 15 (it's 10% chance plus the previous boxes 5%)
    Box 3 needs between 16 and 35 (it's 20% chance plus the previous 15% of box 2)
    Box 4 needs between 36 and 75 (it's 40% chance plus the previous 35% of box 3)

    So to get Box 1 containing epics you would need to roll between 1 and 5, which is 5%. To get Box 2 you need to roll between 6 and 15, which is 10% etc. etc. If you roll 76 or higher you will get nothing.

    So lets say the random number is 12, so you get Box 2 containing unique armor.

    Now, another random number is generated.
    The box contains the 10 Unique items each with a 7% chance. Totaling 70%.
    Item 1 7%
    Item 2 7% + 7% = 14
    Item 3 7% + 14% = 21
    Item 4 7% + 21% = 28
    Item 5 7% + 28% = 35
    Item 6 7% + 35% = 42
    Item 7 7% + 42% = 49
    Item 8 7% + 49% = 56
    Item 9 7% + 56% = 63
    Item 10 7% + 63% = 70

    The random number is 60 so you get Item 9 because that item needs between 57 and 63.
    If the random number was over 70, you would get nothing.

    ITEM LUCK
    Currently, Item Luck increases the chances on the items inside the box, not the chance that the box itself will be selected. So 30% Item Luck will not increase Box 1's 5% chance to drop, and nor will it increase Box 4's 40% chance of dropping garbage as you put it.

    What it does, is add additional "rolls" on that second generated number. If the number was 70 which meant you got nothing, Item Luck comes into play. For simplicity sake lets say 10% Item Luck gives 1 extra roll. So the number would be generated again - this time it might be 20, so you would get Item 3. The higher your Item Luck, the more additional "rolls" you get.

    This makes some sense due to the way drops were setup originally. The boxes were always set to a really high chance or 100%, and the items inside the box never added up to 100%, so there was always a chance of getting nothing and it made Item Luck effective.

    However, due to other bugs with the looting system back when the server started, I changed how I setup new loot. I changed it so that items inside the box always added up to 100% (or very nearly) and I reduced the chance of the actual boxes, so instead of 100% chance for box 1 (or a combination of boxes adding up to 100%), the boxes would be set to 70% etc.

    That is how it was done until a year or so ago when I discovered exactly how the system works and started changing how I setup loot again, and also changing older stuff back to make Item Luck useful again. But for some drops between level 65-85 it is still not as effective.

    Anyway too much information.
    For the next update I have made a lot of changes to the loot tables, making most drops have higher Box chance with the contained items not adding up to 100% but the actual chances are pretty much the same as before in most cases.
    I have also updated Item Luck so that it also increases the chance of the boxes and also reordered the boxes so that the most sought after one (Epics etc.) always gets checked first. So there is no chance of Item Luck increasing the chance of the garbage drop before it gets to check the good stuff as that would just be counterproductive.

    30% Item Luck will now also increases Box 1's 5% to 6.5%.

    The numbers used in the example above are not really anything like how it is at high levels. For most dungeon and world boss monsters it's more like this:

    Box 1 containing Epic armor 30%
    Box 2 containing Unique armor 60%

    So that 30% Item Luck will increase your chance of getting Epic from 30% to 39% and if you don't get Box 1 it increases your chance of getting Box 2 from 90% (30+60) to 117% (39+78) so it would guarantee a box is selected, whereas before you had 10% chance to get nothing at all.


    So whilst some of your assumptions on how it works are correct - because of how things are setup currently it's not really. Item Luck is not currently increasing your chance of getting garbage because it's not increasing the box chances at all, only the contents of the box if it's actually selected.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, December 09 2017, 11:12 PM #Permalink
    oh and EXP boosters also boost your pets EXP gain from killing monsters.

    The gold booster, granted it's not as useful as some of the others, and sure, it's probably not going to net more than selling the Moolah but you can't sell Untradable Moolah you get for free from quests etc.
      Reply 
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  • Accepted Answer

    Umpity Umpity
    replied on Sunday, December 10 2017, 12:08 AM #Permalink
    Sedy wrote:

    That is not how Item Luck works. I will explain how it works currently, and how it will work in the next update because I have made changes.

    First an explanation on how loot works in Iris.

    Example: Monster A has 4 boxes of armor in it's possession and it is setup to only drop 1 of them:

    Box 1 contains Epic armor and has 5% chance
    Box 2 contains Unique armor and has 10% chance
    Box 3 contains Rare armor and has 20% chance
    Box 4 contains Uncommon armor and has 40% chance

    Inside each box are 10 armors of the appropriate rarity, each with a 7% chance. Totaling 70%. So if this box drops, there is a 70% chance you will get 1 of the armors inside it.

    You kill Monster A.
    A random number is generated between 1-100.

    The 4 boxes are checked in turn.
    Box 1 needs between 1 and 5 because it's set to 5%
    Box 2 needs between 6 and 15 (it's 10% chance plus the previous boxes 5%)
    Box 3 needs between 16 and 35 (it's 20% chance plus the previous 15% of box 2)
    Box 4 needs between 36 and 75 (it's 40% chance plus the previous 35% of box 3)

    So to get Box 1 containing epics you would need to roll between 1 and 5, which is 5%. To get Box 2 you need to roll between 6 and 15, which is 10% etc. etc. If you roll 76 or higher you will get nothing.

    So lets say the random number is 12, so you get Box 2 containing unique armor.

    Now, another random number is generated.
    The box contains the 10 Unique items each with a 7% chance. Totaling 70%.
    Item 1 7%
    Item 2 7% + 7% = 14
    Item 3 7% + 14% = 21
    Item 4 7% + 21% = 28
    Item 5 7% + 28% = 35
    Item 6 7% + 35% = 42
    Item 7 7% + 42% = 49
    Item 8 7% + 49% = 56
    Item 9 7% + 56% = 63
    Item 10 7% + 63% = 70

    The random number is 60 so you get Item 9 because that item needs between 57 and 63.
    If the random number was over 70, you would get nothing.

    ITEM LUCK
    Currently, Item Luck increases the chances on the items inside the box, not the chance that the box itself will be selected. So 30% Item Luck will not increase Box 1's 5% chance to drop, and nor will it increase Box 4's 40% chance of dropping garbage as you put it.

    What it does, is add additional "rolls" on that second generated number. If the number was 70 which meant you got nothing, Item Luck comes into play. For simplicity sake lets say 10% Item Luck gives 1 extra roll. So the number would be generated again - this time it might be 20, so you would get Item 3. The higher your Item Luck, the more additional "rolls" you get.

    This makes some sense due to the way drops were setup originally. The boxes were always set to a really high chance or 100%, and the items inside the box never added up to 100%, so there was always a chance of getting nothing and it made Item Luck effective.

    However, due to other bugs with the looting system back when the server started, I changed how I setup new loot. I changed it so that items inside the box always added up to 100% (or very nearly) and I reduced the chance of the actual boxes, so instead of 100% chance for box 1 (or a combination of boxes adding up to 100%), the boxes would be set to 70% etc.

    That is how it was done until a year or so ago when I discovered exactly how the system works and started changing how I setup loot again, and also changing older stuff back to make Item Luck useful again. But for some drops between level 65-85 it is still not as effective.

    Anyway too much information.
    For the next update I have made a lot of changes to the loot tables, making most drops have higher Box chance with the contained items not adding up to 100% but the actual chances are pretty much the same as before in most cases.
    I have also updated Item Luck so that it also increases the chance of the boxes and also reordered the boxes so that the most sought after one (Epics etc.) always gets checked first. So there is no chance of Item Luck increasing the chance of the garbage drop before it gets to check the good stuff as that would just be counterproductive.

    30% Item Luck will now also increases Box 1's 5% to 6.5%.

    The numbers used in the example above are not really anything like how it is at high levels. For most dungeon and world boss monsters it's more like this:

    Box 1 containing Epic armor 30%
    Box 2 containing Unique armor 60%

    So that 30% Item Luck will increase your chance of getting Epic from 30% to 39% and if you don't get Box 1 it increases your chance of getting Box 2 from 90% (30+60) to 117% (39+78) so it would guarantee a box is selected, whereas before you had 10% chance to get nothing at all.


    So whilst some of your assumptions on how it works are correct - because of how things are setup currently it's not really. Item Luck is not currently increasing your chance of getting garbage because it's not increasing the box chances at all, only the contents of the box if it's actually selected.


    so by your example then the chance % pot will not increase your chance to get better items as i said before it only increases your chance to not get empty nothingness?

    if monster drops box A
    box A conatains 4 boxes
    1 epic
    2 uni
    3 rare
    4 normal
    if chance % doesnt take effect till the second generated random number
    then it will go as follows

    kill monster A
    random number picks box 2 (unique)
    random number picks item from box 2 (nothing won on #)
    item luck % kicks in gives another generated number (picks a chest armor for melee)
    item is selected to be in loot box.
    but that item will still be unique no matter what due to the chance % not kicking in till the second generated number.
    and it still does not affect the first initial number which picks which item type box drops ie: epic uni, normal, rare etc.

    you still have same chance of getting epic or unique just higher % of not getting nothing.

    am i correct?

    and if it increases the chances of getting epic unique normal rare box etc before the second # is generated and it increase those equally then it nulls out to random again thus negating any need for an increase % to begin with. except that now it will have higher % chance to actually drop something rather than nothing but will not affect the initial % chance to get epic , uni etc.
    lol sorry confusing.


    because of how things are setup currently it's not really. Item Luck is not currently increasing your chance of getting garbage because it's not increasing the box chances at all, only the contents of the box if it's actually selected.


    so if box 2 is selected the armor will be unique no matter what your luckyloot % is?
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  • Accepted Answer

    Umpity Umpity
    replied on Sunday, December 10 2017, 12:38 AM #Permalink
    lol i will stop rambling hahah

    it wouldnt matter if i had 1000% luck loot pot because the roll for loot is random anyway and randomly puts me last place in the pty roll everytime anyway :)~

    maybe sedy should make roll luck increase pot ... now that would sell like hotcakes
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  • Accepted Answer

    Sedy Admin Sedy
    replied on Sunday, December 10 2017, 12:40 AM #Permalink
    In the example I gave before, yes that is indeed how it's working currently - but will change in the update probably on Sunday night. However, a lot of drops are currently setup differently. A monster might just have 1 or 2 boxes and in those boxes are a combination of unique and epic items, with the unique having a slightly higher % than the epic. In this case if one of them isn't selected on the first random roll, another is initiated if you have some Item Luck. It's still a higher chance to get Unique as before, but an extra chance is an extra chance - it might land on an Epic item.

    There are many combinations of these systems that have been used in the past 6 years and that will be standardised in the update, resulting in Item Luck being much more effective than previously.
    Reply voted down Show
  • Accepted Answer

    Umpity Umpity
    replied on Sunday, December 10 2017, 12:44 AM #Permalink
    Sedy wrote:

    In the example I gave before, yes that is indeed how it's working currently - but will change in the update probably on Sunday night. However, a lot of drops are currently setup differently. A monster might just have 1 or 2 boxes and in those boxes are a combination of unique and epic items, with the unique having a slightly higher % than the epic. In this case if one of them isn't selected on the first random roll, another is initiated if you have some Item Luck. It's still a higher chance to get Unique as before, but an extra chance is an extra chance - it might land on an Epic item.

    There are many combinations of these systems that have been used in the past 6 years and that will be standardised in the update, resulting in Item Luck being much more effective than previously.


    oh ok thanks for clarifying i was making myself dizzy lol
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  • Accepted Answer

    Umpity Umpity
    replied on Sunday, December 10 2017, 12:50 AM #Permalink
    Sedy wrote:

    In the example I gave before, yes that is indeed how it's working currently - but will change in the update probably on Sunday night. However, a lot of drops are currently setup differently. A monster might just have 1 or 2 boxes and in those boxes are a combination of unique and epic items, with the unique having a slightly higher % than the epic. In this case if one of them isn't selected on the first random roll, another is initiated if you have some Item Luck. It's still a higher chance to get Unique as before, but an extra chance is an extra chance - it might land on an Epic item.

    There are many combinations of these systems that have been used in the past 6 years and that will be standardised in the update, resulting in Item Luck being much more effective than previously.


    wait just one more question lol
    and i promise im done.

    if say the first random number selected ie: super awesome spank staff of the gods to be in loot chest
    and you had the % increase pot on would it regen that number again anyway and you might possibly not get the super awesome spank staff of the gods because of the %increase?

    if so for every roll increase % you had what happened is actually decreased your chance of getting that spank staff of the gods by the same % making it null... hahah
    Reply voted down Show
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