Harvest Reroll all lucky bugged on Accuracy for Quivers

I used 3 reroll implicit, prefix and suffix mods lucky Harvest crafts in a row on the quiver below, which had 355 accuracy to start. It rolled 355 accuracy every time. The odds of this happening naturally should be astronomically low, so I believe this craft is bugged. Please let me know if you need any more info. Thanks!

Item Class: Quivers
Rarity: Rare
Skull Spear
Primal Arrow Quiver
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Requirements:
Level: 66
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Item Level: 83
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28% increased Elemental Damage with Attack Skills (implicit)
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Adds 16 to 26 Physical Damage to Attacks
+355 to Accuracy Rating
+56 to maximum Life
Bow Attacks fire an additional Arrow
15% increased Damage with Bow Skills
+15% to Fire and Chaos Resistances (crafted)
Last bumped on Mar 22, 2022, 4:31:49 PM
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Should have added, the range of values for the accuracy mod T2 is 351-480.
Previously in the league, I had decent success with lucky rolls on rings and helmets. Yesterday I applied 6 lucky rolls in a row to one weapon and every time I got incredibly low values for all the modifiers. I figured this was just a spot of very bad luck but after seeing this post, I am wondering if something is broken / nerfed with Harvest lucky rolls? I'd rather not keep wasting these rolls if indeed there is something bugged here.


The main mod I was trying to get a higher value on was the added chaos damage prefix. I could not get the top end damage to go above 130.

> Prefix Modifier "Malicious" (Tier: 1) — Damage, Chaos, Attack }
Adds 79(56-87) to 128(105-160) Chaos Damage

Again, maybe this is just really really bad rng but if someone could investigate, that would be great!


Item:


Item Class: Claws
Rarity: Rare
Kraken Song
Vaal Claw
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Claw
Quality: +20% (augmented)
Physical Damage: 48-115 (augmented)
Chaos Damage: 79-128 (augmented)
Critical Strike Chance: 8.25% (augmented)
Attacks per Second: 1.65 (augmented)
Weapon Range: 11
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Requirements:
Level: 66
Dex: 95
Int: 131
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Sockets: B-B-B
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Item Level: 83
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{ Implicit Modifier — Life, Physical, Attack }
2% of Physical Attack Damage Leeched as Life (implicit)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (implicit)
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{ Prefix Modifier "Malicious" (Tier: 1) — Damage, Chaos, Attack }
Adds 79(56-87) to 128(105-160) Chaos Damage
{ Prefix Modifier "Honed" (Tier: 6) — Damage, Physical, Attack }
Adds 11(8-12) to 20(17-20) Physical Damage
{ Suffix Modifier "of the Essence" — Damage, Chaos }
Your Hits inflict Decay, dealing 700 Chaos Damage per second for 8 seconds — Unscalable Value
{ Suffix Modifier "of Celebration" (Tier: 1) — Attack, Speed }
27(26-27)% increased Attack Speed
{ Master Crafted Suffix Modifier "of Craft" (Rank: 3) — Attack, Critical }
27(25-27)% increased Critical Strike Chance (crafted)
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Yet another unpaid Path of Exile 2 Alpha Tester.
Same issue here, I've used this craft a couple of times and seems it's more UNlucky than lucky. I keep getting worse results for some reason. A lot worse than what it used to be and worse than the regular non lucky version.

I also had a "Augment a non-Influenced Rare item with a new modifier, with Lucky modifier values" craft that gave me the worst possible tier.

Maybe they messed up and linked the lucky crafts to the code that generates the unlucky mechanic?


Last edited by Silverpelt#6095 on Mar 22, 2022, 1:42:30 PM
"
Silverpelt wrote:
Same issue here, I've used this craft a couple of times and seems it's more UNlucky than lucky. I keep getting worse results for some reason. A lot worse than what it used to be and worse than the regular non lucky version.

I also had a "Augment a non-Influenced Rare item with a new modifier, with Lucky modifier values" craft that gave me the worst possible tier.

Maybe they messed up and linked the lucky crafts to the code that generates the unlucky mechanic?




lucky on augments does not affect tier, only the numeric value on the mod(so it picks a mod that rolls 1-10... it rolls the 1-10 twice and keeps highest.



RNG

all lucky is rolling twice and keeping the best(so effectively 2 divine orbs).

come again when you have a real sample size, I have seen actual divine orbs not change large value range mods 5x in a row before to.
"
dorkdude2 wrote:
"
Silverpelt wrote:
Same issue here, I've used this craft a couple of times and seems it's more UNlucky than lucky. I keep getting worse results for some reason. A lot worse than what it used to be and worse than the regular non lucky version.

I also had a "Augment a non-Influenced Rare item with a new modifier, with Lucky modifier values" craft that gave me the worst possible tier.

Maybe they messed up and linked the lucky crafts to the code that generates the unlucky mechanic?




lucky on augments does not affect tier, only the numeric value on the mod(so it picks a mod that rolls 1-10... it rolls the 1-10 twice and keeps highest.



RNG

all lucky is rolling twice and keeping the best(so effectively 2 divine orbs).

come again when you have a real sample size, I have seen actual divine orbs not change large value range mods 5x in a row before to.



I didn't ask for your opinion. And please just stop commenting on the post I make, I don't give a fck about what you say. Whether what I write is wrong, a mistake, or correct.


Last edited by Silverpelt#6095 on Mar 22, 2022, 2:16:23 PM
This should work like a divine orb (+ blessed orb) and divine orb says that "Randomises the numeric values of the random modifiers on an item"
Also for what it's worth, I've noticed using divine orbs %50 of the time when I use it the values of the item don't change but the divine orb is still consumed. I do a lot of crafting and this type of roll happen so frequently that I notice it. Enough that I just try to avoid using divine orbs if I can help it. Sure, this could be (and probably is..) just random -- but I'd really like someone to investigate if there isn't a bug getting triggered with divine rolls weights. It's too weird to not have some sort of influence on the outcome here.
Yet another unpaid Path of Exile 2 Alpha Tester.
"
Silverpelt wrote:
"
dorkdude2 wrote:
"
Silverpelt wrote:
Same issue here, I've used this craft a couple of times and seems it's more UNlucky than lucky. I keep getting worse results for some reason. A lot worse than what it used to be and worse than the regular non lucky version.

I also had a "Augment a non-Influenced Rare item with a new modifier, with Lucky modifier values" craft that gave me the worst possible tier.

Maybe they messed up and linked the lucky crafts to the code that generates the unlucky mechanic?




lucky on augments does not affect tier, only the numeric value on the mod(so it picks a mod that rolls 1-10... it rolls the 1-10 twice and keeps highest.



RNG

all lucky is rolling twice and keeping the best(so effectively 2 divine orbs).

come again when you have a real sample size, I have seen actual divine orbs not change large value range mods 5x in a row before to.



I didn't ask for your opinion. And please just stop commenting on the post I make, I don't give a fck about what you say. Whether what I write is wrong, a mistake, or correct.




lol

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