How good is luck?
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How good is luck?
I heard some race(es?) have different Luck at start of the game.
How much does Luck affect the game?
The alchemist elixir can give +5 to Luck.
Compare this with +4 stats, +6 to specifik stats, +2 Class etc etc
I now have a choice between +5 Luck and +3STR +3CON plying a skeleton archer.
Is this really a choice?
Im heading to Last hope for the stats unless someone can convince me that Luck is more needed.
Tom
How much does Luck affect the game?
The alchemist elixir can give +5 to Luck.
Compare this with +4 stats, +6 to specifik stats, +2 Class etc etc
I now have a choice between +5 Luck and +3STR +3CON plying a skeleton archer.
Is this really a choice?
Im heading to Last hope for the stats unless someone can convince me that Luck is more needed.
Tom
Re: How good is luck?
Well, I don't really know what effect luck has on the formulae, but in general I'd say ToME4 is a very deterministic game and luck doesn't play a huge part. There is no failure chance for the vast majority of spells and talents, and only physical ones have a chance to miss. There is little random variation in damage caused. Luck can affect quality of drops as well I think, but I can't see the difference being that big myself.
Overall I'd say melee chars would benefit most from luck, but it's not going to help that much. If you want to improve your to hit and damage rolls then you're better having the Strength.
Overall I'd say melee chars would benefit most from luck, but it's not going to help that much. If you want to improve your to hit and damage rolls then you're better having the Strength.
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- Halfling
- Posts: 104
- Joined: Mon Jun 13, 2011 8:39 pm
Re: How good is luck?
Luck has a minor effect on a bunch of things: acc, def, saves, criticals, etc. It doesn't affect loot iirc.
Re: How good is luck?
That just seems so... boring.Dwarf_Hammer wrote:Luck has a minor effect on a bunch of things: acc, def, saves, criticals, etc. It doesn't affect loot iirc.
Re: How good is luck?
From the [b30] code it seems to figure in these equations:
breakStealth:
chance = 10 + self:getTalentLevel(self.T_UNSEEN_ACTIONS) * 9 + (self:getLck()- 50) * 0.2
combat defense
return math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + add + (self:getLck() - 50) * 0.4)
combat attack
return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
combat weapon crit chance:
return self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
combat spell crit chance:
return self.combat_spellcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1
spell friendly fire chance (hitting self with AoE spell):
local chance = self:getTalentLevelRaw(self.T_SPELL_SHAPING) * 20 + (self:getLck() - 50) * 0.2
chance = 100 - chance
combat physical resistance:
return self.combat_physresist + (self:getCon() + self:getStr() + (self:getLck() - 50) * 0.5) * 0.35 + add
combat spell resistance:
return self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
combat mental resistance:
return self.combat_mentalresist + (self:getCun() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
encounter chance on worldmap (I'm not sure if who:getLck(7) is the same as self:getLck() - maybe it isn't.
return local harmless_chance = 1 + who:getLck(7)
breakStealth:
chance = 10 + self:getTalentLevel(self.T_UNSEEN_ACTIONS) * 9 + (self:getLck()- 50) * 0.2
combat defense
return math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + add + (self:getLck() - 50) * 0.4)
combat attack
return self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
combat weapon crit chance:
return self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
combat spell crit chance:
return self.combat_spellcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1
spell friendly fire chance (hitting self with AoE spell):
local chance = self:getTalentLevelRaw(self.T_SPELL_SHAPING) * 20 + (self:getLck() - 50) * 0.2
chance = 100 - chance
combat physical resistance:
return self.combat_physresist + (self:getCon() + self:getStr() + (self:getLck() - 50) * 0.5) * 0.35 + add
combat spell resistance:
return self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
combat mental resistance:
return self.combat_mentalresist + (self:getCun() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
encounter chance on worldmap (I'm not sure if who:getLck(7) is the same as self:getLck() - maybe it isn't.
return local harmless_chance = 1 + who:getLck(7)
MADNESS rocks
Re: How good is luck?
Well, I think those formulae show that luck really is entirely negligible. It's pretty much impossible to get Luck in the amounts needed to have any significant effect in the game.
Re: How good is luck?
It should perhaps affect loot on the ground and 'extra'drops from enemies, but not their actual equipment - otherwise, being luckier could be a disadvantage by making your enemies more well equipped!Aquillion wrote:That just seems so... boring.Dwarf_Hammer wrote:Luck has a minor effect on a bunch of things: acc, def, saves, criticals, etc. It doesn't affect loot iirc.

ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: How good is luck?
I still think luck is better than most other stats, and would take 6 luck over +1 to all stats most of the time. To compare,
10 luck gives you:
4 defence, 4 accuracy, 3% crit, 1.75 to all saves, as well as 2% chance to avoid friendly AoE, and 2% chance to not break stealth.
+2 to all gives:
1.4 defence, 1.4 accuracy, 0.6% crit, 1.4 to all saves, 3.6 encumbrance, 2 spellpower, 2.1 mindpower, 10 mana, 8 HP and 0.29 resist all as well as requirements, and talents.
10 luck gives you:
4 defence, 4 accuracy, 3% crit, 1.75 to all saves, as well as 2% chance to avoid friendly AoE, and 2% chance to not break stealth.
+2 to all gives:
1.4 defence, 1.4 accuracy, 0.6% crit, 1.4 to all saves, 3.6 encumbrance, 2 spellpower, 2.1 mindpower, 10 mana, 8 HP and 0.29 resist all as well as requirements, and talents.
Re: How good is luck?
I'd say choosing luck over a primary class stat is a bad idea though.
Re: How good is luck?
As halfling I recall reading I have +5 bonus from scratch.lukep wrote:I still think luck is better than most other stats, and would take 6 luck over +1 to all stats most of the time. To compare,
10 luck gives you:
4 defence, 4 accuracy, 3% crit, 1.75 to all saves, as well as 2% chance to avoid friendly AoE, and 2% chance to not break stealth.
+2 to all gives:
1.4 defence, 1.4 accuracy, 0.6% crit, 1.4 to all saves, 3.6 encumbrance, 2 spellpower, 2.1 mindpower, 10 mana, 8 HP and 0.29 resist all as well as requirements, and talents.
I found a ring with +10 Luck I use.
With the ring I get an extra 3% to not break stealth (+15 Luck) on top of the 68% I have from Unseen Action.
Is this correct?
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- Cornac
- Posts: 36
- Joined: Thu Apr 14, 2011 8:38 pm
- Location: In the bellies of 4 Ancient Great Wyrms of Power...
Re: How good is luck?
Everyone starts off with 50 base Luck, right?
Re: How good is luck?
Everyone except Halflings, who start out with 55. So, lukep's line about 10 luck giving you blah blah blah means +10 extra luck on top of what you already have. Everything luck gives seems to be linear.