Luck: Difference between revisions
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[[File:LuckyCritRolls.png|thumb|right|upright=2|Lucky crit rolls visualized in a [[wikipedia:Tree_diagram_(probability_theory)|tree diagram]].]] | [[File:LuckyCritRolls.png|thumb|right|upright=2|Lucky crit rolls visualized in a [[wikipedia:Tree_diagram_(probability_theory)|tree diagram]].]] | ||
'''Luck''' is a mechanic that rolls an outcome or a number in a range twice, with '''Lucky''' rolls applying the ''best'' result, and '''Unlucky''' rolls applying the ''worst'' result. | '''Luck''' is a mechanic that rolls an outcome or a number in a range twice, with '''Lucky''' rolls applying the ''best'' result, and '''Unlucky''' rolls applying the ''worst'' result. | ||
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Lucky and Unlucky modifiers affecting the same stat or mechanic will cancel each other out.<ref>https://www.pathofexile.com/forum/view-thread/3108809/page/1#p24083466</ref> | Lucky and Unlucky modifiers affecting the same stat or mechanic will cancel each other out.<ref>https://www.pathofexile.com/forum/view-thread/3108809/page/1#p24083466</ref> | ||
==Binary Rolls== | |||
[[File:Lucky.PNG|thumb|right|upright=2|Either roll can make the hit critical, so your critical strike chance on the solid line will be increased to the dash-dotted line on lucky rolls.]] | [[File:Lucky.PNG|thumb|right|upright=2|Either roll can make the hit critical, so your critical strike chance on the solid line will be increased to the dash-dotted line on lucky rolls.]] | ||
A binary roll applies to something with only two choices such as chance of hitting, critical strikes, or chance of blocking. The Lucky or Unlucky chance can be calculated from your original chance with the following formulas: | |||
{{Math|formula = | {{Math|formula = Lucky = 2 \times Chance - {Chance}^2 }} | ||
{{Math|formula = Unlucky = {Chance}^2 }} | |||
For example, the lucky critical strike chance for a critical strike chance of 40% could be calculated as follows: | |||
{{Math|formula = Lucky = 2 \times 0.4- 0.4 ^ 2 = 0.8 - 0.16 = 0.64}} | |||
So a crit chance of 40% will give a lucky crit chance of 64%. | |||
{| class="wikitable" | |||
|+ Lucky/unlucky effect on binary rolls | |||
|- | |||
! Original chance!! Lucky chance !! Unlucky chance | |||
|- | |||
| 10% || 19% || 1% | |||
|- | |||
| 25%|| 43.75% || 6.25% | |||
|- | |||
| 50% || 75% || 25% | |||
|- | |||
| 75%|| 93.75% || 56.25% | |||
|- | |||
| 90% || 99% || 81% | |||
|} | |||
Note that if a roll has 0% or 100% chance, lucky and unlucky will have no effect. | |||
==Damage in a Range== | |||
===Lucky Damage=== | |||
Without luck, the average or expected value for a damage roll is {{math|formula=\frac{min+max}{2} }}. | |||
{{math | A lucky roll has expected value {{math|formula= \frac{min + 2 \times max}{3} }}. | ||
|formula = | |||
}} | |||
The | The extra damage luck adds is a sixth of the range, or {{math|formula= \frac{max - min}{6} }}. | ||
The average damage is effectively nudged closer toward the max damage, and further from the minimum damage. This means that the larger the range, the more effect luck will have. | |||
{{ | Example 1: | ||
You use an attack with a damage range of 600-800, for an average of {{math|formula= \frac{600+800}{2} = 700 }}. | |||
The range, or difference between minimum and maximum, is {{math|formula= 800 - 600 = 200 }}. | |||
The bonus damage will be {{math|formula= \frac{200}{6} = 33.3 }} so your new average damage is {{math|formula=700+33.3 = 733.3 }} | |||
To calculate how much more damage this is, {{math|formula= \frac{733.33}{700} = 1.047}} which means a 4.7% increase. | |||
You can calculate how much more damage lucky will provide as a percentage directly as {{math|formula= \frac{range}{6 \times average} \times 100\% }}. | |||
Example 2: | |||
You use a spell with a damage range of 100-1000, for an average of {{math|formula= \frac{100+1000}{2} = 550 }} and range of {{math|formula= 1000-100=900 }}. | |||
Adding lucky will give {{math|formula= \frac{900}{6 \times 550} = 0.273 \times 100\% = 27.3\%}} more damage. | |||
If your minimum damage is 0 this gives a 33% more multiplier. As the minimum damage increases this scales down to a 0% more multiplier when the minimum damage equals the maximum. | |||
===Unlucky Damage=== | |||
Unlucky damage nudges the damage the opposite way, giving an expected value {{math|formula= \frac{2 \times min + max}{3} }}, which has subtracted a sixth of the range from the original average. | |||
Making damage unlucky will give a less damage multiplier equal to the more damage multiplier that lucky would give, so the same formula as above can be used. | |||
==Bifuricate Critical Hits== | |||
The {{c|mod|Bifuricates Critical Hits}} causes [[critical hit]] chance to be rolled twice. If one of the rolls succeeds, the final hit will be a critical hit. If both rolls succeed, the critical hit damage bonus will be applied twice to the final hit. | |||
When combined with lucky/unlucky critical hit chance, each roll will use the lucky/unlucky values for critical hit chance first. | |||
==Related items== | ==Related items== | ||
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<ref name="Lori">{{cite web|author=Mark_GGG|date=May 13, 2013 4:01 AM|title=p/c new ring lori's lantern|url=https://www.pathofexile.com/forum/view-thread/377182/page/3#p3349323|publisher=Path of Exile Forum|accessdate= September 22, 2013}}</ref> | <ref name="Lori">{{cite web|author=Mark_GGG|date=May 13, 2013 4:01 AM|title=p/c new ring lori's lantern|url=https://www.pathofexile.com/forum/view-thread/377182/page/3#p3349323|publisher=Path of Exile Forum|accessdate= September 22, 2013}}</ref> | ||
}} | }} | ||
{{sister|poewiki}} | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Latest revision as of 20:39, 4 September 2025

Luck is a mechanic that rolls an outcome or a number in a range twice, with Lucky rolls applying the best result, and Unlucky rolls applying the worst result.
Modifiers that specify Damage or when Damaging and luck refer specifically to damage ranges after any increased/more modifiers (or "tooltip damage range"), not to the base damage of the weapon/skill. These stats do not affect other mechanics like chance to hit/accuracy or critical hit chance.[1] Additionally, these stats only apply to hit damage, and have no effect on the damage roll of damage over time from damaging ailments, which roll entirely independently of the hit damage's roll.[2]
Lucky and Unlucky modifiers affecting the same stat or mechanic will cancel each other out.[3]
Binary Rolls
A binary roll applies to something with only two choices such as chance of hitting, critical strikes, or chance of blocking. The Lucky or Unlucky chance can be calculated from your original chance with the following formulas:
For example, the lucky critical strike chance for a critical strike chance of 40% could be calculated as follows:
So a crit chance of 40% will give a lucky crit chance of 64%.
Original chance | Lucky chance | Unlucky chance |
---|---|---|
10% | 19% | 1% |
25% | 43.75% | 6.25% |
50% | 75% | 25% |
75% | 93.75% | 56.25% |
90% | 99% | 81% |
Note that if a roll has 0% or 100% chance, lucky and unlucky will have no effect.
Damage in a Range
Lucky Damage
Without luck, the average or expected value for a damage roll is .
A lucky roll has expected value .
The extra damage luck adds is a sixth of the range, or .
The average damage is effectively nudged closer toward the max damage, and further from the minimum damage. This means that the larger the range, the more effect luck will have.
Example 1:
You use an attack with a damage range of 600-800, for an average of . The range, or difference between minimum and maximum, is . The bonus damage will be so your new average damage is To calculate how much more damage this is, which means a 4.7% increase.
You can calculate how much more damage lucky will provide as a percentage directly as .
Example 2:
You use a spell with a damage range of 100-1000, for an average of and range of . Adding lucky will give more damage.
If your minimum damage is 0 this gives a 33% more multiplier. As the minimum damage increases this scales down to a 0% more multiplier when the minimum damage equals the maximum.
Unlucky Damage
Unlucky damage nudges the damage the opposite way, giving an expected value , which has subtracted a sixth of the range from the original average.
Making damage unlucky will give a less damage multiplier equal to the more damage multiplier that lucky would give, so the same formula as above can be used.
Bifuricate Critical Hits
The Bifuricates Critical Hits causes critical hit chance to be rolled twice. If one of the rolls succeeds, the final hit will be a critical hit. If both rolls succeed, the critical hit damage bonus will be applied twice to the final hit.
When combined with lucky/unlucky critical hit chance, each roll will use the lucky/unlucky values for critical hit chance first.
Related items
Unique items
The following unique items are related to Luck:
Item | Base item | ![]() | Stats |
---|---|---|---|
The Barrow Dweller![]() Rogue ArmourArmour: 53 Evasion: 43 Movement Speed: -4.0%Requires Level 11, 14 Str, 14 Dex(60-100)% increased Armour and Evasion +(-20--10)% to Fire Resistance +50% to Cold Resistance Damage of Enemies Hitting you is Unlucky while you are on Low Life 50% chance to Avoid Death from HitsIn the mists they dwell, forever hungry, forever cold. | Rogue Armour | 11 | (60-100)% increased Armour and Evasion +(-20--10)% to Fire Resistance +50% to Cold Resistance Damage of Enemies Hitting you is Unlucky while you are on Low Life 50% chance to Avoid Death from Hits |
The Black Cat![]() Grounding CharmLasts 3.00 Seconds Consumes 30 of 40 Charges on use Grants Immunity to ShockRequires Level 32Used when you become Shocked(10–20)% increased Duration Lightning Damage of Enemies Hitting you is Unlucky during effectThe most beloved member of every Brinerot crew is the one that refuses to do any actual work.Used automatically when condition is met. Can only hold charges while in belt. Refill at Wells or by killing monsters. | Grounding Charm | 32 | Used when you become Shocked(10–20)% increased Duration Lightning Damage of Enemies Hitting you is Unlucky during effect |
The Burrower![]() Topaz RingRequires Level 32+(20-30)% to Lightning Resistance-10% to Cold Resistance +(20-30)% to Lightning Resistance (30-50)% increased Mana Regeneration Rate Lightning Damage of Enemies Hitting you is UnluckyIt coils deeper and deeper It slithers between thoughts It lies beneath the valley It lies in our minds | Topaz Ring | 32 | +(20-30)% to Lightning Resistance-10% to Cold Resistance +(20-30)% to Lightning Resistance (30-50)% increased Mana Regeneration Rate Lightning Damage of Enemies Hitting you is Unlucky |
Svalinn![]() Crucible Tower ShieldShield Chance to Block: 26% Armour: 112 Movement Speed: -3.0%Requires Level 72, 66 StrGrants Skill: ![]() Grants Skill: ![]() You take (15-20)% of damage from Blocked hits Block chance is LuckyThe priests found the Great Shield the night it fell to Middengard, but it was the smiths who delved into the secrets it held. | Crucible Tower Shield | 72 | (150-200)% increased Armour You take (15-20)% of damage from Blocked hits Block chance is Lucky |
Related passive skills
Passive skills
The following passive skills are related to Luck: Lua error: Error: Table passive_skills not found..
Ascendancy passive skills
The following Ascendancy passive skills are related to Luck: Lua error: Error: Table passive_skills not found..
Keystone passive skills
The following keystone passive skills are related to Luck: Lua error: Error: Table passive_skills not found..
Related modifiers
The following modifiers are related to Luck: No results found
References
- ↑ Mark_GGG (May 13, 2013 4:01 AM). "p/c new ring lori's lantern". Path of Exile Forum. Retrieved September 22, 2013.
- ↑ Confirmed through direct testing by Prohibited Library (community). https://discord.com/channels/991073626721763429/991092346651287623/1165229624595316807
- ↑ https://www.pathofexile.com/forum/view-thread/3108809/page/1#p24083466