Lucky Ref /18
Lucky
Lucky things are rolled twice and the better result used.
Requires: Level 60, 64 Str
+(50—100) to maximum Runic Ward
(200—300)% increased Armour
Requires: Level 1
+(20—30) to maximum Mana
+(13—17)% to Chaos Resistance
10% increased Mana Cost of Skills
Requires: Level 65, 242 Dex
(210—240)% increased Evasion Rating
+(70—120) to maximum Life
100% increased Attribute Requirements
Enemies in your Presence gain 1 Gruelling Madness each second
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Emergent Instinct
Legacy of Svalinn
30% increased Stun Buildup
Bifurcated Critical Hits
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
Effective Chance
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
Only Minimum or Maximum Damage
Hits from a weapon or skill with this property will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.
Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others roll minimum.
If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others roll minimum.
If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
Rerolling Critical Hit Chance
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky, Unlucky, Bifurcated, or Inevitable.
Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



















