Skill Gem /1
Name |
---|
Vaal Grace |
Item mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
45 | ScourgeDownside | Damage with Hits is Unlucky | amulet 500 default 0 |
Veiled mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | Your Critical Strike Chance is Lucky while Focused Focus has (5–8)% increased Cooldown Recovery Rate grant focus skill [1] critical | belt 1000 default 0 |
Crafting Bench /1
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
Your Critical Strike Chance is Lucky while Focused grant focus skill [1] | 9x Orb of Alteration | Belt | Betrayal Unveil |
Misc mods /3
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | MapDevice | Unique | Varieties of Items contained in 5 Blight Chests are Lucky 6% increased Pack size | ||
1 | MapDevice | Unique | Varieties of Items contained in 12 Blight Chests are Lucky 6% increased Pack size | ||
1 | MapDevice | Unique | Varieties of Items contained in 18 Blight Chests are Lucky 6% increased Pack size |
Item /1
High Level modifiers are more common
Unique /14
Physical Damage per 10 Strength
Physical Damage per 10 Strength
Your Hits are always Critical Strikes
Hits against you are always Critical Strikes
Attacks cannot Hit you
Attacks against you always Hit
Your Damage with Hits is Lucky
Damage of Hits against you is Lucky
Passive /1
Ascendancy Passive /1
Cluster Jewel Passive /1
Timeless Jewel Passive /1
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Maraketh | Keystone | Dance with Death | Can't use Helmets Your Critical Strike Chance is Lucky Your Damage with Critical Strikes is Lucky Enemies' Damage with Critical Strikes against you is Lucky(Lucky things are rolled twice and the best result used) You circle the black scorpion with enmity, daring it time and again. Brutal Restraint: Asenath |
Community Wiki
Luck
Luck 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 accuracy 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 Fireball. 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 Spark. 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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