Expedition2RemnantActiveIncursionAtziriActiveShrineStrongboxEssenceRareMonsterAliveSpiritActivatedRogueExile
Lucky Ref /18
Lucky
Lucky things are rolled twice and the better result used.
Svalinn
Requires: Level 60, 64 Str
Grants Skill: Raise Shield
Grants Skill: Level 14 Cast on Block
+(50100) to maximum Runic Ward
(200300)% increased Armour
Chance to Block Damage is Lucky
You take (020)% of damage from Blocked Hits
SeedOfCataclysm
Requires: Level 1
+(2030) to maximum Mana
(3050)% increased Critical Hit Chance for Spells
+(1317)% to Chaos Resistance
10% increased Mana Cost of Skills
(1530)% chance for Spell Damage with Critical Hits to be Lucky
The20Auspex
Requires: Level 65, 242 Dex
Grants Skill: Level 15 Mist Raven
(210240)% increased Evasion Rating
+(70120) to maximum Life
100% increased Attribute Requirements
Chance to Deflect is Lucky while on Low Life
Enemies in your Presence gain 1 Gruelling Madness each second
UlamansGaze
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: +1 to Accuracy Rating per 1 Item Evasion Rating on Equipped Helmet
Gloves: Critical Hit chance is Lucky against Parried enemies
Body Armours: Prevent +3% of Damage from Deflected Hits
ExpeditionWarAncientAugment
Emergent Instinct
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Targets that are Blinded, Maimed, and Bleeding cannot Evade your Hits
Gloves: Recover 10% of maximum Life over 2 Seconds when you use a Command Skill
Body Armours: Thorns Damage is Lucky against targets with Fully Broken Armour
Helmets: 30% increased Immobilisation buildup
Gloves: 20% increased Life Regeneration rate
Body Armours: 30% increased Thorns damage
GameWarpRuneUniqueFragment
Legacy of Svalinn
Limited to: 1 Aldur's Legacy
Requires: Level 65
Shields: Chance to Block Damage is Lucky, You take 20% of damage from Blocked Hits
Shields: +50 to maximum Runic Ward
defysupport
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
defysupport
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
20% chance for Damage of Enemies Hitting you to be Unlucky
20% chance for Damage with Hits to be Lucky
Chance to Evade is Unlucky
Chance to Deflect is Lucky
Glancing Blows
Chance to Evade is Unlucky
Chance to Deflect is Lucky
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.
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.
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.
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.
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