Heroes of Hammerwatch

Heroes of Hammerwatch

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Mawdesty Aug 9, 2019 @ 2:34pm
So uh, luck got nerfed I guess. Also spreading corruption nit pick.
Was playing around and recently/finally got myself a lucky hat blueprint. After many many hours of grinding. I got that blueprint as my final one. After having found every other blue print. Guess they should call it the unlucky hat. And with the recent luck change maybe that's even more true.

I was messing around doing low runs and had 12 luck. Recalling the recent patch notes, as it said they changed luck to make it more consistent, I was just attacking the air to see when arrows would fire. Kyra has a 50% chance and with 12 luck before the patch it would have been a 92.53% chance. So I attacked 20 times and the results were in.

13/20 times it fired arrows off. Okay, so maybe that's just a really bad set. Just got the 7% chance a bunch. So I kept attacking. in intervals of 10 to keep track of the results.
22/30
29/40
36/50
44/60
52/70

Clocking in these results at 74%. It seems to me like luck is now less consistent. Pre patch it was greater than 90% chance so you'd expect to see something similar in the test. What I mean is that you'd think roughly 9 out of 10 would activate. I can't say for sure cause maybe I just used too small a sample size. In any case I guess the real question is does this make the luck items less important when it comes to attuning? And I also wonder what mechanic is next for the chopping block.

Finally getting to spreading Corruption it seems to list the wrong damage modifier. It says in the description that the primary attack applies a debuff and that it jumps to a new enemy when the original is killed. It then states this bit right here "Affected enemies take 200% more damage". Attacked the dummy and without the debuff the damage was 328. Then with the debuff applied I attack again and the damage is only 656. Either I'm missing a full 100% damage or it was just a typo and SC actually just makes enemies take 100% more damage.
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Arachna-Rakkibungi Aug 12, 2019 @ 10:17am 
Previously, the formula was %Chance/0.95^Luck. The new formula is (allegedly) a 10% chance for an additional roll per point of Luck.

So, a week ago, if you had an unattuned Lucky Charm, your 50% chance would be up at about 52.6%, if you had an unattuned Lucky Hat, Horseshoe, and Charm you'd have roughly 71.6%, and if you had attuned Lucky Everything you'd have about 102.6%. Not exactly easy to figure out on the fly, but powerful on the upper end.

Using the new formula, on the half of attacks that don't trigger arrows your Charm would grant a 10% chance of another 50% possibility; unless my math is off (and it could be), that's going to give you an end rate of 52.5% with 1 Luck. With three unattuned Lucky items you'd have a 70% chance every time you failed to trigger arrows to have another coin flip on whether they trigger anyways; I think that's going to give you an end rate of 67.5%. With the practical maximum of 14 Luck you automatically get your second roll, and then have a 40% chance to get a third; that's going to end up with a statistical average of 80%.

Basically, yes, Luck is weaker now, and it's progressively less impressive than it was the more of it you have.

Edit: What I don't know is whether the new Luck would factor into double or triple criticals, or that sort of thing. It doesn't appear to, but if it does that would definitely be something to consider when factoring in whether it's worth investing in.
Last edited by Arachna-Rakkibungi; Aug 12, 2019 @ 10:26am
Mawdesty Aug 12, 2019 @ 11:40am 
I've been wondering if new luck would allow extra crits as well. Might mean even larger crit spikes on the rare occasion. That aside for now I have been considering what I'd do if the luck rework was bonus chance for rerolls. I saw other comments saying as much but as I didn't notice a dev confirmation so I treated it as rumor for now. My thoughts are to have an attuned lucky hat and an attuned lucky charm. This way if I find lucky hat I can have either the charm or horseshoe to guarantee a reroll. if I find all three I'm okay with having an extra 20% for a third reroll. I don't care to have 14 luck now as I'm not too thrilled when I think about a 40% chance to get an extra try at say a 10% chance.

My one exception might be characters like thief and ranger who have additional passives for evasion and crit. For the high NG plus damage one evasion success could mean the difference between life or death. Otherwise I might be saving 9 stars for my characters by not attuning horseshoe. Then again if I have more stars then I know what to do with then I guess it'll eventually be why not.
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Date Posted: Aug 9, 2019 @ 2:34pm
Posts: 2