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{| class=wikitable style="text-align:right;"<onlyinclude>
 
{| class=wikitable style="text-align:right;"<onlyinclude>
! Luck points !! 100 !! 200 !! 300 !! 400 !! 500 !! 600 !! 700 !! 800 !! 900 !! 1000 !! 1100
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! [[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.