Does luck effect stats or the chances to get a legendary from the raid shop vendor

Does luck effect the chances to get a legendary weapon or stats (vit, str, int, etc) on gear when purchased from the raid shop vendor with tokens?

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I’d really like to know this as well

Luck doesn’t currently have an effect on the raid vendor items - and there shouldn’t be a chance at getting a legendary, the item you purchase is the item you get.

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Just to confirm, you can NOT get a legendary through tokens? You can only get it from a luck drop on the raid bosses?

That’s correct. 20char

seems like luck of the draw plays a lot in to who gets to do the most damage in the game right now. I really wish this was not like that.

?? this doesn’t make any sense. A weapon does not define a player, his skill does.

I think he means that loot %Luck seems to be tied to how much damage a player outputs, thus healers, tanks, etc miss out. Though he can correct me later if wrong haha. XP is certainly tied to damage, for example (though I’ve been gone for ~ 2 months). Coincidence or not, I also tend to get waaaay more loot than teammates, including rares, with the same amount of luck & I’ve personally always wondered if dmg was tied to the loot table.

That’s true only when not in a party, but in a party everything (xp and loot chance) are equally shared between all the members.

Atleast 2 months ago, this statement was 100% definitively not true. Even in a group, doing more damage would award more experience and loot also seemed to coincide. If they’ve changed that since Shard Dungeons then disregard lol.

Useful edit:
Being in a group did seem to increase the amount of XP a player got. I’m also not taking level differences into consideration, so that could also be skewing my memories of it. There were times I was in a group though as a musky and would get super low XP compared to my teammates unless I really railed a monster with poison dots, turret damage, etc.

It’s been like that since beta, if you’re getting different xp from someone in party with you it’s probably because your levels are not the same (you equally share the xp, but then your xp is converted depending on your level and the killed mob’s level).

Yes but the monster level/type would not change, but the amount of XP awarded would change based on the damage I was performing. So it doesn’t make sense if it is supposed to be equally shared. Could have been shennanigans but this is a 100% true story because I distinctly remember complaining about it lol.

hmm that might be a bug then, the party xp is supposed to ignore the amount of damage.
Just to be sure, was your multiplier the same while getting different xp?

Multiplier considered, yup. Naturally it was going up and down but we were farming for like 45 minutes. This was still pretty early on so I wasn’t recording or writing up a lot of bugs yet, just leveling mostly. I can try to replicate things like this over time when I level my alt classes.

One example for loot, I remember I was farming dyes with Crazie when they first came out. We were grouped. I was a mage using a first strike wand, and she was a musky. I got like 5 dyes by the time that she looted 1. I ended up giving her a couple. However it’s possible RNGesus loves me and this is a very small sample size to be working with.

At the end of the day I trust the code, speculation is a bit pointless. I was a momentarily a staff member for a free game and some players were absolutely convinced that our loot table wasn’t correct but the code was very very basic and undoubtedly correct. RNG is RNG sometimes lol. I just haven’t read anywhere that loot is evenly divided.

What I am saying makes perfect sense. I believe you are talking about something not determinable by game mechanics called ‘skill’ which Riley can not tune mechanics for.

If you take 2 evenly matched players in ‘skill’ and one has higher damage output because they got lucky with a legendary T12 drop and the other is unable to do higher damage output because they have been unlucky with drops, that is an unfair advantage due to RNG on quite a large scale considering it could be weeks and weeks before the other player gets the chance to match.

I think it is quite obvious that some people just get extremely lucky with rolls which is far from equal to their progress/effort combined. RNG is a factor in the game to keep people coming back however, if RNG levels are too high, then it can cause a game in-balance. Was not sure what your opinion is on this subject but just making mine clear here.

Continuing the discussion from Group XP Functionality inconsistent:

Damage used to be not considered as Riley_D says here that he is just realizing that getting full XP from going around with a level 20 is a loophole; therefore group xp seems to be based on damage now as I can help level up a level 1 in the desert and they level up.

It is still not considered. He never made a fix for this.

The damage versus having someone that has a t12 weapon vs someone having a t12 legendary is trivial. That won’t hold them back from taking down bosses or progressing through content. The token system certainly helps with that. What holds people back is not understanding and beating the mechanics. All MMO’s I have played, legendaries are suppose to be rare or hard to get (i.e complicated and tedious quest). So if your argument is that not having a t12 legendary is going to hold people back, it’s a non-issue.

Okay so why would you care about luck stat at the shop if that is your opinion?

I think I am going to stop answering because it appears that you just want to have the ‘best answer’ and the conversation is going no where.