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− | ! Luck |
+ | ! [[Luck]] !! 100 !! 200 !! 300 !! 400 !! 500 !! 600 !! 700 !! 800 !! 900 !! 1000 !! 1100 |
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| align=left | [[Dodge chance]]|| 0.33% || 0.67% || 1.00% || 1.33% || 1.67% || 2.00% || 2.33% || 2.67% || 3.00% || 3.33% || 3.67% |
| align=left | [[Dodge chance]]|| 0.33% || 0.67% || 1.00% || 1.33% || 1.67% || 2.00% || 2.33% || 2.67% || 3.00% || 3.33% || 3.67% |
Revision as of 15:19, 23 April 2009
Luck is one of six character attributes. Each point of Luck grants 0.0033% dodge chance, 0.0033% evasion chance, 0.1% evasion value, 0.0033% critical hit chance, 0.005% strikethrough chance, and 0.1% strikethrough value.
Luck | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | 1000 | 1100 |
---|---|---|---|---|---|---|---|---|---|---|---|
Dodge chance | 0.33% | 0.67% | 1.00% | 1.33% | 1.67% | 2.00% | 2.33% | 2.67% | 3.00% | 3.33% | 3.67% |
Evasion chance | 0.33% | 0.67% | 1.00% | 1.33% | 1.67% | 2.00% | 2.33% | 2.67% | 3.00% | 3.33% | 3.67% |
Evasion value | 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% | 100% |
Critical hit chance | 0.33% | 0.67% | 1.00% | 1.33% | 1.67% | 2.00% | 2.33% | 2.67% | 3.00% | 3.33% | 3.67% |
Strikethrough chance | 0.50% | 1.00% | 1.50% | 2.00% | 2.50% | 3.00% | 3.50% | 4.00% | 4.50% | 5.00% | 5.50% |
Strikethrough value | 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% | 100% |
Lucky events
Luck increases the likelihood you will have Lucky events happen to you. These events can happen while in combat or healing and while selling to junk dealers.
- Crafting Assembly: Crafters who catch a lucky break can benefit from a Critical Success during the Assembly phase of creating their item.
- Crafting Experimentation: During Experimentation, Traders can get a lucky break that will give their experiment a Critical Success.
- Combat and Faction: During combat, anyone fighting has a chance to be lucky which will earn them bonus Faction Points.
- Healing: All healing actions including the use of special abilities, healing others and even using stim-packs have the chance to receive a lucky break that will boost the effectiveness of the heal.
- Fencing: Another interesting chance for a lucky break is selling your goods to a Junk Dealer. Everyone has the opportunity for this lucky break which increases the item's "sell rate." A player can tell when they've been lucky because all of the prices of their goods will be considerably higher than usual.
- Stealing: Spies have an interesting luck ability. They can steal an item without any chance of getting caught.
- Theft Detection: Luck isn't an exclusive ability! Not only do spies get a chance for a "free steal," but everyone else gets a separate chance to catch the thief (as long as the spy doesn't get a "free steal"). While a spy is stealing, their target can get lucky by automatically detecting the spy.
- Experience: Last on our list of lucky breaks is experience. If you're really lucky, you can get a bonus to your experience point (XP) rewards while you're playing the game. It can happen at any time whether you are on the ground or in space, questing or crafting – as long as you're doing something that earns you XP.
- Fishing: You may also notice a faster catch rate/ better catch while fishing if you have a high luck stat.