Oh, so 1.39x drops would be an example, rather than a precise number?
If we're talking about loot then the drop rate of 10% would be an example, however its increase by 39% is the way luck works. With 39 points of luck a 10% drop rate (if it exist) would be a 13.9% drop rate for the player with that much luck.
I get what your saying, but probably you should rephrase it. It's a bit misleading--- the bonus will remain the same even if you buff and then suppress? So unless I'm mistaken, that sounds like I could Div, suppress, lose the buff, but retain the luck boost (as of right now). I think you are trying to say an rr4 Div and cl 1 and cl 10 give same luck boost, yes? xd So idunno, put in a bit about until the next update gets rolled out, when buffs stay on automatically or whatnot?
What testing was done to confirm that a +X luck bonus = a +X% increase in the amount of gold dropped?
Glad you asked!
= Overview =
My hypothesis was that each point in luck increases the amount of gold a monster drops by 1%.
= Method =
I would pick a monster at CL X.x and suppress myself to CL X.x. I would only kill that type of monster at CL X.x for all of my data.
I would first gather data for a control group using an avatar with zero luck. I would get the minimum and maximum gold drop amounts I received in this group and increase each number by my luck boost of 26% or 1.26. The resulting numbers would be my predictions for the minimum and maximum gold drop amounts in the experimental group. I would round all of these results since we never receive fractions of gold in the game.
Next, I would conclude by gathering data for an experimental group using an avatar with a +26 boost to his luck (RR4 Divinity, RR4 Coyote Spirit, and Fortune's Favor).
Finally, I would compare my predicted min and max numbers against the actual min and max numbers in the experimental group.
= Execution =
First I picked CL 3.6 Taiko Drums. I made sure my avatar had zero Ghi and zero bonuses to his luck. I suppressed to CL 3.6 and only killed CL 3.6 Taiko Drums to record the amounts of 50 gold drops for the control group.
The min and max gold drops in this control group were 11 and 22. Multiplying both by 1.26 and rounding I predicted the min and max gold drops for my experimental group to be:
I then gave myself a bonus of 26 Luck (RR4 Divinity, RR4 Coyote Spirit, and Fortune's Favor), suppressed to CL 3.6 and proceeded to kill only CL 3.6 Taiko Drums to record 50 gold drops for my experimental group.
The result was 14 gold as the min drop and 28 gold as the max drop. Data from drops is below, with control group on the left and experimental group on the right, sorted in ascending order:
I repeated the above steps and gathered the data for the experimental group. The min and max gold drop amounts for this group were 15 and 32 gold respectively. Data from drops is below, with control group on the left and experimental group on the right, sorted in ascending order:
= F.A.Q. = Q: Why only compare the Min and Max values?
A: I compared only the min and max values because random distribution necessitates a much larger data set in order to draw an accurate comparison between the amounts of gold being dropped for the control and experimental groups.
Q: Why only 50 data points?
A: Since I was only interested in the end points of the gold drop range I needed comparatively fewer data points to find it. I chose 50 because I knew the gold drop amount ranges would be small.
Q: Is this evidence conclusive?
A: I believe so. We can repeat the above experiment on other monsters and gathering more data points, however all predicted min and max amounts are fully expected to be within +/- 1 gold of the actual amounts. These small variations can be attributed to the rounding method used in the game scripts.