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member
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member
Joined: Nov 2014
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Yes lucky charm works on empty barrels.
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veteran
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veteran
Joined: Apr 2005
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Okay, thanks !
On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin, it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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journeyman
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journeyman
Joined: Nov 2014
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So lucky charm values of 7+ don't have any extra effect other than the bonus to offense rating?
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veteran
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veteran
Joined: Jan 2009
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Wow, thanks for the information.
I got a point or two onto my Shadowblade (I think one is from an item?), a point from a Trait, and I found an ever-filling mug of beer, which can apply the drunk status for +2 Luck, getting me up to 5.
In reality, I am not at all impressed with getting items from Lucky Find. Even before I knew it didn't produce anything useful, it does not go off often enough even for crap items to make it worthwhile for using items.
In the beta, I commented that the "Lucky Find" messages mean that you could see the effect happening, which encourages you to invest in the skill, but now it's a double-edged sword.
That message is now having the OPPOSITE effect, because the message goes off when you get a lucky find, you also note that it goes off VERY RARELY. That makes the skill less enticing.
An 8 percent chance for an item at level 5 is not very good, never mind that the items you can get are almost guaranteed to be useless vendor trash anyway.
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journeyman
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journeyman
Joined: Nov 2014
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You can get that skill pretty high... 5 base is a waste of points, but that plus romantic plus drunk plus that archer skill plus 2 rings, belt, weapon, necklace = +15. Maybe boots and armor too, IDK. I'll have to test that to see if the percentage is really capped at 8% with 6. That just seems odd.
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stranger
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stranger
Joined: Nov 2014
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I think people underestimate this skill in various ways:
1: if you sneak and unlock starstones (like people do to get the teller of secrets at lvl 1 for max stat and attribute books which restock each level even in the current version on 29/11/2014 despite patch notes saying otherwise) this skill can provide hundreds of gold per normally empty container(even in and around cyseal), allowing for more than enough gold to buy both books each level, even at low levels, heck, even if you managed to use companions to keep your main characters at lvl 1 for max teller books (which can even be done with 2x lone wolf if you decide to take the talent later in the game on one of those characters). Level 6 lucky charm may give less chance of magic items but the piles of extra gold can exceed 500g per pile. 500g+ multiplied by hundreds of containers will potentially give you more gold than you will ever pickpocket in a lifetime...
2: have you tried it on higher level area's? Example: if you sneak ahead and get the 3 stones from initiate quest (I solo'd Loic with a lvl 3 mage, flare and midnight oil without even entering combat, triggered from outside his sightrange), you can have 8 starstones at lvl 3 without using companions or at lvl 1 if you use a companion. When you have 7 starstones(had to cure alfie and use 2 bloodstones from basement on myself for no other effect than healing and unlocking a starstone) you unlock the imp area with the skill reset demon Moloch. There are bone piles in that room which normally do not hold any valuable loot. Lucky charm allows you to farm these for high level green or blue items which will sell for many thousands of gold or can be identified with lvl 5 loremaster and used for their high base stats like armor(ridiculous dmg reduction, more than one of a stat per item, etc). It works for any container in any high level area, this room is just a good example. Without lucky charm you would get nothing, now you get thousands of gold and/or stats/abilities which are not available on gear of your own level (especially if ur still level 1-3 or so when u do this).
3: If you understand the formula which applies reputation(inc. charisma) and bartering to calculate how far from the true worth the prices are, you will know that merchants buy and sell depending on those factors. I would recommend raising one, preferably the teller first, up to max reputation by donating (10 x vendorlevel) gold per 1 reputation and using a few +barter items like rings amulets and boots and the smelly panty for charisma. Even if you get unlucky a lot and get scrolls and less valuable items you can still sell them for a lot more when the price is right. Even IF you failed to get very lucky, the total sum of stuff you would get from 1 walkthrough without saving or loading can easily exceed 100.000 goldpieces.
4:if you feel like you are getting enough gold to buy anything you want you can always use moloch to reset your skills and spend the points originally used for lucky charm on something else. Personally I use the reset around level 7, with almost half of cyseal still uncleared. TIP: don't learn any new skills yet unless you can replace them with new books. The total reset costs you all your spells and other important 1 time use special items. This is why you want the reset fairly early, or have to spend a lot of time and gold getting your skills back. Unique one time use items other than the teller tomes will be forever lost! (This includes losing the ability granted by the skillbook for using tenebrium without getting rot, or granted to your party by Brandon in silverglen). In other words, you can always reskill, so use lucky charm as long as you need it for ridiculous extra gold and early high level loot with uber stats/value and then respend the points on whatever you want later.
So long story short, 500+ goldpiles rock hard, visit high level area's and loot containers which would normally suck lootwise with lucky charm to get insane stats/gold value for your level, manipulate the vendors for max gold per item value, and last but not least, you can always reset the points later so there is no real reason not to use the skill in earlygame.
I'd say anyone who does not appreciate the skill lucky charm does not know how to use it to it's full potential :D
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journeyman
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journeyman
Joined: Nov 2014
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Crafting is far more profitable, and continues to scale with your level. By level 10, you can be trading a log for 5g, and turn it into two spears that sell for over 1K each. I had all the vendors I was trading with at max attitude from donating gold, 100K in gold at level 10, and nothing to spend it on.
The main benefit from Lucky Charm IMO is if you get lucky with homestead containers and snag some high level armor that's a good fit for one of your characters.
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veteran
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veteran
Joined: Apr 2005
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I like Crafting in D:OS  ! And like Vardis said: many gold you can make out of crafting items together ! And because of that I spend no points in Bartering .
On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin, it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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enthusiast
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enthusiast
Joined: Aug 2014
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I'd say anyone who does not appreciate the skill lucky charm does not know how to use it to it's full potential  I somebody gets to the Teller of Secrets at level 1 or 3 the last thing he needs is even more loot, this decision actually means having reduced the difficulty to "cakewalk". But in general loot is THAT generous that I am in my last playthrough advacing to the source temple with 600 K gold and nothing useful to spend on. Despite the fact that I constantly bought legendaries from the international trader and the undead trader at Hunters Edge for the last 5 party levels at least. Lucky charm is not useless per se. It is useless in the given environment of the game, exactly like foodstuff. Regards, Thorsten
Last edited by Thorsten; 03/12/14 09:31 AM.
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