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Mugging Modifiers

Started by apneatic [3717776] on in Questions & Answers.

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apneatic [3717776]

If I understand correctly, mugging has a base rate of 5-10% (rng).  For this example, lets just assume we rolled a 10% base

 

The % mugged can be modified by merits, plunder and the clothing store passive.  Our mugger has 10/10 masterful looting merits so that increases the mug 50%.  They made the final hit with a 25% plunder weapon.  Our victim works at a clothing store 

 

What is the final mug percentage?

 

Is it 10% (base) x 1.50 (merit) x 1.25 (plunder) x .25 (clothing store)?

 

Or are the modifiers somehow additive?

IndyCision [2597200]

From memory YOUR bonuses are additive, and then the combination of yours and theirs is multicative

 

So  10% x 1.75 x 0.25 = 4.375%

Stegosaurs [3622121]

When mugging, what exactly does that percentage impact? Is it how much more cash you are able to extract with a successful mug? So in the example above are you at a base of 10% of the cash the victim has on hand then if you have the additional bonuses that increases the amount of cash taken by whatever the modifier is?

Triarius22 [2763264]

The part that confuses people is how the different percentages interact. With the best RNG roll, a mugger gets a maximum base of 10% of your cash on hand.

 

Offensive bonuses are additive. With 10/10 Masterful Looting (+50%) and a Plunder weapon (say +25%), the mugger is doing 75% better overall. They do not take 75% of the target's total money. They take 75% more of that base 10% roll, which brings the potential mug up to 17.5%. Indy is spot on with how those stack.

 

The Clothing Store passive acts as a defensive multiplier against that final number. It protects 75% of your cash, meaning the mugger only gets 25% of what they would have otherwise stolen.

 

This massive reduction is exactly why many serious traders work at a 7* or better Clothing Store like (shameless plug) Secret Pockets.

Knirt [3033570]

To plug clothing stores more, they have some of the best perks for combat in the game.  The armor bonus at 10 star is very good even in not top tier armor.  Also get a dexterity boost.  Can also spend job points to up endurance for work stats.   That's 4 out of 5 solid perks.  I'd still be in one if I didn't really want energy from job points.