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I agree with you but I have seen videos where other players where dismissive of it. The view point being that any birth sign that raises stats is a waste as you will eventually be able to max all attributes using the leveling system. I can see that for the speed and agility as it would only take two levels of focusing on them to get the same boost. Luck would take a whopping ten levels to get the same boost the sign gives which for a luck based build is huge!
You are doing math with the numerators while they have different denominators. Normalize the problem by looking at the perspective of the game. Both games cost 1 third of a level up to raise 1 luck point. There is no ambiguity if you look at the problem that way.
Its the correct choice to make.
If we had 15 points luck would have costed 5.
It costs you a third of a level up. Its the same as the old system, leveling luck specifically has not been nerfed, its leveling in general that has been nerfed.
Thats not even up for deabte that just a fact. In OG oblivion we picked 3 attributes that would increase by 5 points, meaning if you picked 3 non luck skills you got 15 attribute points,
In Remaster if you pick 3 non luck attributes between all of them, you can only increase them a total of 12.
There is no normalization, there is not debate here, WE LITERALLY ARE GETTING LESS
Which would be fine if it cost 5, thats not the issue.
The issue is, getting 12 attribute points per level, and luck costing 4, means if you are taking a level of luck each level, you are missing out on 2 attribute points that in the OG you would normally get.
Thats my point, leveling in general has been nerfed.
Yes but it has nothing to do with leveling luck specifically, leveling luck still costs you a third of a level up. Exactly the same as in Oblivion.
Its leveling in general that has been nerfed, not leveling luck.
Since you "miss out on 2 points" compared to OG when leveling luck. But you "miss out on 3 points" when compared to OG when leveling other attributes.
https://en.wikipedia.org/wiki/Monty_Hall_problem
Well, I get the part that it's mysterious, but forfeiting 4 attribute points per level shouldn't have a "mysterious" effect but a tangible one. The Razor is a good example, sure, but there are basically no chance-based weapons aside from it and the random-spell staff.
And also - again - what happens when I have a skill inevitably at 100? It's not like I need 120 Conjuration for some spell or 120 Lockpicking or 120 Block.
The wiki even says "Luck continues to provide a benefit if it goes over 100, up to a maximum value of 300. Theoretically, this would give each skill a bonus of 120; however, the only two skills that actually continue to affect gameplay over 100, namely Athletics and Acrobatics, are not affected by the Luck algorithm in any way."
The more I read about it, the more it's effectively:
- "Nah, bro, Luck is amazing, trust!"
- "Okay, but in which way?"
- "Woah, bro, way too many ways. Like... uh... Mehrunes Dagon's Razor! And uhhh... well, a lot of other stuff!!!"
So I'm asking again - what is its point? It can't boost skills past 100 to any effect, because the game engine only checks between 0 and 100 for all of them except Athletics / Acrobatics that aren't influenced by Luck, it doesn't affect drops and you can count on one hand how many items have chance-based effects.
From the UESP.net wiki: "Fortifying Luck past 100 continues to raise the modified skill values. However, the modified skill value is constrained to a range of 0 to 100 in the game's calculations. This modified value is not displayed in the Skills menu but is used for all game calculations, such as damage dealt with a weapon or the magic cost of casting a spell."
So no, it doesn't. So unless the Remaster changed it, the entire community Mandela-Effect'ed themselves into dogmatically believing that Luck must be the greatest thing since sliced bread, because it's expensive to level, while in actuality it does absolutely nothing save for like one weapon, arena bets and unmaxed skills.