技能寶石 /1
名字 |
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瓦爾.優雅 |
物品 詞綴 /1
名字 | 等級 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
45 | ScourgeDownside | 擊中的傷害很不幸 | 項鍊 500 普通 0 |
隱匿 詞綴 /1
名字 | 等級 | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|
教團之 | 60 | 後綴 | 專注時,你的暴擊率很幸運 專注增加 (5–8)% 冷卻時間恢復速度 grant focus skill [1] 暴擊 | 腰帶 1000 普通 0 |
工藝台 /1
詞綴 | Require | ItemClasses | 解鎖 |
---|---|---|---|
專注時,你的暴擊率很幸運 grant focus skill [1] | 9x 改造石 | 腰帶 | 密教反叛 揭露中 |
其他屬性 詞綴 /3
名字 | 等級 | Domain | Pre/Suf | 描述 | 比重 |
---|---|---|---|---|---|
1 | MapDevice | 傳奇 | 5 個凋落保險箱內含的物品種類很幸運 增加 6% 怪物群大小 | ||
1 | MapDevice | 傳奇 | 12 個凋落保險箱內含的物品種類很幸運 增加 6% 怪物群大小 | ||
1 | MapDevice | 傳奇 | 18 個凋落保險箱內含的物品種類很幸運 增加 6% 怪物群大小 |
物品 /1
高階詞綴更常見
傳奇 /14
你的擊中必定暴擊
對你的擊中必定暴擊
攻擊不能擊中你
對你的攻擊必定擊中
你的擊中傷害很幸運
對你的擊中傷害很幸運
星團珠寶 天賦 /1
Community Wiki
幸運
幸運 is a mechanic that rolls a number twice, with Lucky rolls applying the best result, and Unlucky rolls applying the worst result. Modifiers that state when Damaging refer specifically to damage ranges, and not related mechanics such as 命中 or critical strike chance.
Lucky and Unlucky modifiers affecting the same thing will cancel each other out.
Effectiveness
With percentage rolls, such as critical strike chance, lucky/unlucky rolls will be up to a 100% more/less modifier, changing linearly towards 0% as critical chance increases. As for damage rolls, the average damage from the roll will be at up to 33% more or less, when the minimum damage is close to zero, but will have a much weaker effect when the minimum damage is closer to the maximum.
Calculations
Binary Rolls
More specifically, the lucky critical strike chance can be calculated from the following formula:
For example, the lucky critical strike chance for an default critical strike chance of 40% could be calculated as follows:
It should be noted that these calculations neglect the effect of accuracy on critical strikes.
Damage in a Range
Given an integer roll between and , the normal expected value is .
A lucky roll has expected value
Note that the last term in this is always between 0 and 1/6 This simplifies the formula to .
The average damage is effectively nudged closer toward the max damage, and further from the minimum damage. The damage boost, on average, is a sixth of the difference between minimum and maximum damage.
Example 1: You shoot a level 20 火球. The maximum damage is 1643, and minimum damage is 1095, for an average of 1369. The difference between minimum and maximum is 548. If the damage is lucky, you get an average 548/6=91.3 extra damage, for a new average damage of 1369+91.3=1460.3 damage. This is a 6.6% damage boost.
Example 2: You cast a level 20 電球. The maximum damage is 1198, and minimum damage is 63, for an average of 630.5. The difference between minimum and maximum is 1135. If the damage is lucky, you get an average 1135/6=189.2 extra damage, for a new average damage of 189.2+630.5=819.6 damage. This is a 30% damage boost.
How much does lucky improve our expected value - if our minimum damage is 0 then we get a 33% more multiplier. As the minimum damage increases our percentage increase decreases.
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