1%=100 luck points. 10%=1000. 20%=2000 and so on. I know I’m right, so you should follow your own advice and not correct someone when you’re wrong. This has both been tested and confirmed by the devs. I guess you read their post wrong and haven’t kept up to date on people testing luck in game.
LOL, just go and read the dev blog and stop making yourself look stupid
Rolls are out of 100K and always have been, confirmed by the devs in their own blog post
The buff is not an issue I guess because the game is a ghost town anyway so you won’t get ganked or have to pvp it’s not the right direction though to drive people away
LMFAO!!! You’re the one who looks so by being willfully ignorant. Clearly you aren’t worth my time if you can’t even check to see that you’re wrong. I checked to make sure I was right even though I knew with 100% certainty that I’m right and you’re wrong. I actually just found where your source of confusion is. They have stated that 1000 luck improves your odds to get a drop by about 1%. This does not mean that 1000 luck points equal 1% luck percentage. Drops are determined via a loot table and further calculations after your luck is converted to points and then rolled. 1% loot luck does not equal 1% chance of a drop on the loot table.
GG EZ CLAP
Faction gear is definitely not the best PvP gear. Voidbent offers better base attributes (this makes a huge difference between certain builds). It also offer significantly better base % reduc.
I think i’ll believe what the devs themselves said only 8 days ago, rather than a player 18 days ago:
Luck is quite clearly explained in the section named “Luck” and clearly states that resources have a base table of 100k, with certain items that only drop above that threshold, and that you only need the 2000 luck given from being lvl 200 in any gathering skill to be able to roll those items.
“For instance, let’s the roll range on regular tree is 100,000 (because it is!), but somewhere above that range, say 105,000, is a chance to get a fish (trees don’t drop fish, this is just an example). When you chop down that tree with unmodified luck, you have a 0% chance to get a fish. But if your luck was modified by say, 10,000, your roll range increases from 0-100,000 to 10,000-110,000, which gives you a (roughly) 5% chance to get that fish when you chop down the tree. If you only increased your luck by 5000, you would have a 0.00001% chance at that fish…”
Not a PvP player, quite happy to flag. Risk vs reward. So no, we don’t quit. You speak for yourself, no one else.
Why does everyone whinge in your generation, is it all you know?
That literally confirms exactly what I just explained. It’s not my fault that you don’t have reading comprehension.
10000 luck points give you about a 5% chance of getting the rare resource in this case which is not equal to the 10% luck that you claim lmao.
This further proves my point that luck points are put into a roll system with its own probabilities. 10000 luck points results in about a 5% chance and 5000 luck points result in a 0.000001% chance. I don’t understand how you think this in any way means that luck is 1% for 1000 points. Clearly this is following the exact system I stated above.
Once again GG EZ CLAP. Have a great day and remember to read carefully!
Do you know what the requirements for Lazarus/Genesis dungeons are currently? Calculate time-wise how much of a time commitment it is – then get a rough idea of the returns you get from 1 run, vs a time commitment to craft an entry orb.
Do you know how much it takes to get furnishing to 180 or 200 lvl? How much does a major gathering trophy cost? How much time if you want to self craft it and how gold to buy one of the AH?
Don’t think there is a clear understanding of comp-arables here.
Armor points don’t factor in pvp, only the ratio of physical to elemental damage protection and the attributes. The ratio on the pvp gear make it the best pvp gear you can get until you get god rolls on armor with rare resources. Voidbent is weaker in pvp because it has high elemental and low physical protection. The faction gear has higher physical protection. You take considerably less physical damage with the faction gear, and physical damage is what hits the hardest in high level pvp. I’m sure there are some builds where the con on voidbent may be better, but for the most part the faction gear is better because of how armor works for pvp. In the overwhelming majority of cases having higher physical protection is going to outweigh 15-20 stat points.
The best part of the update was the PvP encouragement. This is the best update ever.
i like it
The intentions of the patch were good, the implementation is poor and the fall out in terms of performance is really bad.
Not to mention there are on going issues from the previous patch, like not being able to chat in global and the furniture issue that are really over due being resolved.
5LY are you absolutely sure this is how it works?
Let’s explore this New World - Gathering luck calculator
Let’s explore how it really works together, and please add corrections if there are mistakes.
Info from the dev blog states that luck % on gear or items or trophies or buff or max gathering skill – actually adds a minimal and a final value to a roll between 1 to 100,000 - it’s not actual percentages, it’s like extra points at bottom and on top.
It’s stated (and from the calculator website) we can see that 1% roughly adds “100” increments, call them “ROL points” to the final value of the roll and the minimal value a roll can be. So we are rolling a digital dice between 100 to 100,100 with 1% added luck. So 100 - 100,100 instead of a regular 1 - 100,000 if there was nothing added.
In order to get rare items, a random roll result needs to come up with a value higher than 101,800 apparently (right? check). So if you have mining at 200 (which adds 2000 or 20%), you roll between 2000 to 102,000 and hence you now have the possibility of getting a rare item, you now have a chance to get a rare.
But having a chance isn’t everything. Probability of rolling higher more is also affected by these ROL point increments or %'s.
So if you use that calculator (assume mining) you can see that if we have 200 gathering skill lvl + 25% from mining gear + 9% on gathering tool + 9% on amulet + food but no trophies and no PVP buff, gives you a total of 8300 ROL points.
Which is a 6.5% chance to get rare from a node. OR 95% probability to get at-least 1 rare after gathering 45 nodes! … Aha.
Now if we add 30% PVP gathering buff to that, or another 3000 ROL. (8300 + 3000 ROL) - we get - 9.5% chance to gather 1 rare for a node. But chance % isn’t a linear event in probability. Because that 9.5% chance translates to a 95% probability to get 1 rare after 31 nodes.
So it’s 1 rare after 45 nodes (no buff) VS 1 rare after 31 nodes (with buff). That’s almost a 50% difference in most cases probability. In case you have no trophies at all – in that case it is indeed this PVP gathering Buff is like having 2 Major Mining Trophies.
For gathering luck that’s a FREAKING TON more than SIGNIFICANT.
You get 100k+ worth of PVE obtainable probability with a press of one button “U” – only in cases where players have no major trophies at all and not stacked everything at max for gathering luck - which is the majority of players. So in majority of cases it’s an INSANE BUFF. What’s worse is that mindless zerg squads get to keep it with no risk at all. That’s a spit in the PVE players face who invested shit ton of hours in getting those trophies.
But observe, the more you stack ROL the less that difference in the gap becomes, so use this calculator and add all possible buffs, food, 9% gathering tool, 9% amulet, 25% gear, trophies and the 3000 for PVP buff to get 15800 ROL (exclude faction). So let’s say that’s a maxed farmer/gatherer… he’s stacked with everything… with the PVP buff he has ROL 15800, without PVP buff he has ROL 12800. That’s — 1 rare after 20 nodes VS 1 rare after 26 nodes… still that 30% difference in probability outcome. Smaller, yet still significant. Less so. But not marginal at all.
But how many players are fully stacked like that with all 3 major gathering trophies? Few, a minority. The majority are still semi-casuals. So in common cases this buff is INSANE for gathering.
I agree it should stay even for PVE and PVP players.
Good thing thats the “Bonus” does, is even it…
I like this number breakdown.
So gaurnteed in 31 nodes, vs 40 nodes.
Now factor in PVP fighting and Death, and realize that with Flag on, you will get a 3rd of the nodes you would with it off, Per hour.
Hmmm sounds like PVErs, still got the better end of the stick, thats before assuming the gathering gear and trophies.
Its funny how that keeps going completely ignored, and even more funny, because the only reason your complaining about the bonus, is because you KNOW you will be DROPPED LIKE A ROCK, trying to gather your nodes with PVP on.
But for some reason, cant factor that in, for everyone but yourself. Strange how that works.
Not in situations where you’re outnumbered by zerg squads.
Not in situations on low pop servers where players have have this PVP buff and 0 risk majority of the time.
The intention of this buff was to incentivise ow-pvp. It doesn’t my friends. Go to a high pop server and go to elite areas, reek, myrk and see for yourselves what really is happening.
How do you know what I do in the game and whether I’m dropped or not?
wasnt this game supposed to be a pvp game from the way back when? I pve and imo players crying about this are just babies. go play a different game if you want a “pve advantage” this is a stupid argument. Leave we really want yall too. and remember this is coming from a pve player
It was NOT to incentivize anything, it was to balance the cost of death.
You wont always have the Zerg, there is 24 hours in a day, and the “Zerg” isnt everywhere.
This crying is down right pathetic.
I personally think they should remove all gathering gear, and allow only base luck on non flagged players with this change. NO RISK, NO REWARD.