LA R8r stats
_dblazen_ - Dreamweaver
Posts: 566 Arc User
Lately I have been attempting rerolling the R8r boots for my assassin, but to my surprise i kept getting magic and MP adds, every. single. roll.
Bad luck, yes, it is. But I figured what are the odds, why do i keep getting these stats? 1 roll I ended up with triple MP stats.
Turns out: LA boots (Assassin and Archer) both have double chances for Magic +6~12 and MP +180~300.
My question for this is; Why?
I very well understand that you would want to nerf the chance of getting interval, that's not the issue, but why add 2 of the most worthless stats to lower the chance (if that was the intention of it)?
Wouldn't it be better to increase the % on all other adds to the point where everything has an even chance of being obtained (calculated with respect to the current percentages that it would reflect the chance to get each stat, as getting critical hit also has a lower % (does this line even make sense?)) so you don't have to add double magic and mp stats to the table?
The suggestion is obvious, remove the duplicate stats, increase the % on other adds (no im not telling you to increase the odds on -interval (though that would be nice)) so that it would keep the chance of getting interval even at least.
b:surrender just getting tired of constantly seeing magic and mp adds on them.
Bad luck, yes, it is. But I figured what are the odds, why do i keep getting these stats? 1 roll I ended up with triple MP stats.
Turns out: LA boots (Assassin and Archer) both have double chances for Magic +6~12 and MP +180~300.
My question for this is; Why?
I very well understand that you would want to nerf the chance of getting interval, that's not the issue, but why add 2 of the most worthless stats to lower the chance (if that was the intention of it)?
Wouldn't it be better to increase the % on all other adds to the point where everything has an even chance of being obtained (calculated with respect to the current percentages that it would reflect the chance to get each stat, as getting critical hit also has a lower % (does this line even make sense?)) so you don't have to add double magic and mp stats to the table?
The suggestion is obvious, remove the duplicate stats, increase the % on other adds (no im not telling you to increase the odds on -interval (though that would be nice)) so that it would keep the chance of getting interval even at least.
b:surrender just getting tired of constantly seeing magic and mp adds on them.
Post edited by _dblazen_ - Dreamweaver on
0
Comments
-
Spirit of the Forge
and Good Luck b:victory[SIGPIC][/SIGPIC]0 -
Apostasy - Raging Tide wrote: »Spirit of the Forge
and Good Luck b:victory
I know, and that's not the point I am making.
It doesnt matter which one you use, in the end the chance for magic stats is still the same.
The suggestion is to remove the duplicate stats and just increase the chance on all others besides interval with respect to the current chances, - the duplicate chance.
So for example if this is the current table:
Dex +10 - 19.96%
Vit +10 - 19.96%
Mag +10 - 19.96%
Str +10 - 19.96%
Mag +10 - 19.96%
Interval -0.05 - 0.16%
The new one would be:
Dex +10 - 24.96%
Vit +10 - 24.96%
Mag +10 - 24.96%
Str +10 - 24.96%
Interval -0.05 - 0.16%
Which seems more fair to me.0
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