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Luck Playtest Reports

Discussion in 'Icewind Dale 2' started by DrEm314, Jun 22, 2007.

  1. DrEm314 Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Jun 18, 2007
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    I've been doing melee statistical tests with luck stacking. I've got a prilimary report here. This is

    still not statistically sound since I haven't really done enough rolls, but here's what I've found so

    far

    This IS stackable to +10 luck
    2 Tymora's bands
    HoF ONLY version of Lucky Knucky
    Bard Song
    Luck Spell

    I have yet to test any items "Of Luck" that instead of adding to general luck, add to saving throw luck.

    Here's my test setup:
    Attacker:
    Lvl 1 Rogue, 10 str, 10 dex, BAB=0, Hasted, 2 attacks/round
    Mass Haste
    Staff

    Sandbag:
    LvL 30 Barbarian
    600 Life, 7 Dmg Resistance
    14 AC, 10 base, 4 Mass Haste

    Preliminary data (16 Attacks Recorded)
    Attack Rolls - Crit Roll - Dmg (Includes Dmg Resistance)
    20 - 20 - 05 (12-7)
    20 - 18 - 05
    20 - 20 - 05
    17 - NA - Im (all 6 dmg resisted)
    20 - 20 - 05
    11 - Miss
    20 - 14 - 05
    20 - 14 - 05
    14 - NA - Im
    20 - 14 - 05
    16 - NA - Im
    20 - 20 - 05
    16 - NA - Im
    20 - 20 - 05
    20 - 20 - 05
    20 - 20 - 05

    Summary:
    All the damage rolls rolled for a 6, which was expected with 10 luck.

    The lowest roll seen was an 11, which matches 10 luck. I could just be lucky, so it might go lower. Especially with only 16 attack samples.

    20's are showing up alot, which seems to suggest, to roll a 20, a "natural" roll of 10-20 is needed, meaning a guaranteed 50% critical AND hit even on an enemy with infinite armor! This is not the case of rolling 11-20, with each roll having a 1/10 chance. This means instead 20 has a 1/2 chance, with the remaining probabilities 1/10 each for lucked rolls of 11-19.
     
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