##### Skill Gem /1

##### 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 /13

(6–8)% increased Movement Speed when on Low Life

31% increased Light Radius

+(20–25)% to Chaos Resistance when on Low Life

Damage of Enemies Hitting you is Unlucky while you are on Low Life

(You are on Low Life if you have 50% of your Maximum Life or less)

(Unlucky things are rolled twice and the worst result used)

+1000 to Evasion Rating while on Full Life

(50–70)% increased Evasion Rating

30% increased Movement Speed when on Full Life

Damage of Enemies Hitting you is Unlucky while you are on Full Life

(Unlucky things are rolled twice and the worst result used)

50% increased Lightning Damage

(10–20)% increased maximum Mana

Lightning Damage with Non-Critical Strikes is Lucky

(Attributes are Strength, Dexterity, and Intelligence)

Chance to Block Spell Damage is Unlucky

+(60–120) to Strength

(80–100)% increased Armour

10% reduced Movement Speed

Strength's Damage Bonus instead grants 3% increased Melee

Physical Damage per 10 Strength

(Unlucky things are rolled twice and the worst result used)

Adds 5 to 12 Physical Damage to Attacks

+1500 to Evasion Rating while on Full Life

+(400–500) to Evasion Rating

(120–150)% increased Evasion Rating

10% increased Movement Speed

Damage of Enemies Hitting you is Unlucky while you are on Full Life

(Unlucky things are rolled twice and the worst result used)

(5–10)% increased Movement Speed

Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability

You count as on Full Life while you are Cursed with Vulnerability

You are Cursed with Vulnerability

(Attributes are Strength, Dexterity, and Intelligence)

(Unlucky things are rolled twice and the worst result used)

(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)

Chance to Block Spell Damage is Unlucky

+(60–120) to Strength

(80–100)% increased Armour

10% reduced Movement Speed

Strength's Damage Bonus instead grants 3% increased Melee

Physical Damage per 10 Strength

(Unlucky things are rolled twice and the worst result used)

(5–8)% increased Movement Speed

Lightning Damage of Enemies Hitting you is Lucky

Nearby Allies' Damage with Hits is Lucky

(Lucky things are rolled twice and the best result used)

(0–50)% of Physical Damage Converted to Fire Damage

(0–50)% of Physical Damage Converted to Cold Damage

(0–50)% of Physical Damage Converted to Lightning Damage

Elemental Ailments you inflict are Reflected to you

Elemental Damage with Hits is Lucky while you are Shocked

Damage Penetrates (8–10)% Elemental Resistances while you are Chilled

Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited

(120–160)% increased Armour and Energy Shield

+(15–25)% to all Elemental Resistances

Damage of Enemies Hitting you is Unlucky while you have a Magic Ring Equipped

You are Hexproof if you have a Magic Ring in right slot

Take no Extra Damage from Critical Strikes if you have a Magic Ring in left slot

(Unlucky things are rolled twice and the worst result used)

Your Critical Strike Chance is Lucky while on Low Life

(Lucky things are rolled twice and the best result used)

(You are on Low Life if you have 50% of your Maximum Life or less)

Your Critical Strike Chance is Lucky while on Low Life

(Lucky things are rolled twice and the best result used)

(You are on Low Life if you have 50% of your Maximum Life or less)

+(20–30) to Intelligence

+(60–80) to maximum Life

Every 5 seconds, gain one of the following for 5 seconds:

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

Blight Chests in your Maps have 80% more chance to contain Blighted Maps

##### 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.

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.