Luck (secondary skill): Difference between revisions

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Having high [[luck]] is useful in combat, but for several reasons tournament players typically find Luck a [[secondary skill]] not worth choosing:
Having high [[luck]] is useful in combat, but for several reasons tournament players typically find Luck a [[secondary skill]] not worth choosing:


*Positive [[luck]] can often be obtained fairly easily through certain artifacts or adventure map locations, when necessary. Because creatures cannot have more than +3 [[luck]], this makes luck as a secondary skill partly or completely superfluous, and therefore not worth spending a skill slot on.
*Positive [[luck]] can often be obtained fairly easily through certain artifacts and adventure map locations, when needed. Because creatures cannot have more than +3 [[luck]], this makes Luck as a secondary skill partly or completely superfluous, and therefore not worth spending a skill slot on.
*Creatures also cannot have less than 0 [[luck]]. Thus, whereas learning [[leadership]] helps make it possible to mix troops of different alignments without suffering the dire consequences of negative [[morale]], there is no similar benefit of learning luck.     
*Creatures also cannot have less than 0 [[luck]]. Consequently, whereas learning [[Leadership]] helps make it possible to mix troops of different alignments without suffering the dire consequences of negative [[morale]], there is no similar benefit of learning Luck.     
*Even when the benefit of learning Luck is not reduced by other [[luck]] modifiers, the resulting bonus [[damage]] is not that high. Basic, advanced and expert Luck provide, on average, a maximum bonus [[damage]] of 4.2%, 8.3% and 12.5%. Although this bonus applies to both [[ranged unit]]s and [[melee| melee units]], [[Archery]] provides a maximum bonus of 10%, 25% and 50% to [[ranged unit]]s and Offense provides a maximum bonus of 10%, 20% and 30% to [[melee|melee units]]. That means that even in armies where ranged and melee units are equally mixed, both [[Offense]] and [[Archery]] increase [[damage]] more than Luck does.   
*Even when the benefit of learning Luck is not reduced by other [[luck]] modifiers, the resulting bonus [[damage]] is not that high. Averaged over multiple attacks, Basic, advanced and expert Luck provide a maximum bonus [[damage]] of 4.2%, 8.3% and 12.5%. Although this bonus applies to both [[ranged unit]]s and [[melee| melee units]], [[Archery]] provides a maximum bonus of 10%, 25% and 50% to [[ranged unit]]s and Offense provides a maximum bonus of 10%, 20% and 30% to [[melee|melee units]]. That means that even in armies where ranged and melee units are equally mixed, both [[Offense]] and [[Archery]] increase [[damage]] more than Luck does.   
*Luck does not increase the bonus [[damage]] of [[Archery]] and [[Offense]]. These more popular secondary skills are therefore better combined with other skills than Luck.  
*Luck does not increase the bonus [[damage]] of [[Archery]] and [[Offense]]. These more popular [[secondary skill]]s may therefore be better combined with other skills than Luck.  
*Luck is unpredictable and can therefore not be relied on when planning fights against [[wandering creature]]s.
*Unlike [[Archery]], [[Offense]] and [[Armorer]], Luck is unpredictable and can therefore not be relied on when planning fights against [[wandering creature]]s.


[[Category: Secondary skills]]
[[Category: Secondary skills]]

Revision as of 18:58, 7 July 2014

is about the secondary skill called luck. For the luck as an combat modifier, see luck.

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Luck
Basic Luck: increases your hero's luck by 1.
Advanced Luck: increases your hero's luck by 2.
Expert Luck: increases your hero's luck by 3.

Increases your chance to get lucky strikes, which can do as much as double damage.

Recommended for: Heroes who have a secondary skill slot left immediately before an end fight and do not already have maximum luck.

Comments & debate

Having high luck is useful in combat, but for several reasons tournament players typically find Luck a secondary skill not worth choosing:

  • Positive luck can often be obtained fairly easily through certain artifacts and adventure map locations, when needed. Because creatures cannot have more than +3 luck, this makes Luck as a secondary skill partly or completely superfluous, and therefore not worth spending a skill slot on.
  • Creatures also cannot have less than 0 luck. Consequently, whereas learning Leadership helps make it possible to mix troops of different alignments without suffering the dire consequences of negative morale, there is no similar benefit of learning Luck.
  • Even when the benefit of learning Luck is not reduced by other luck modifiers, the resulting bonus damage is not that high. Averaged over multiple attacks, Basic, advanced and expert Luck provide a maximum bonus damage of 4.2%, 8.3% and 12.5%. Although this bonus applies to both ranged units and melee units, Archery provides a maximum bonus of 10%, 25% and 50% to ranged units and Offense provides a maximum bonus of 10%, 20% and 30% to melee units. That means that even in armies where ranged and melee units are equally mixed, both Offense and Archery increase damage more than Luck does.
  • Luck does not increase the bonus damage of Archery and Offense. These more popular secondary skills may therefore be better combined with other skills than Luck.
  • Unlike Archery, Offense and Armorer, Luck is unpredictable and can therefore not be relied on when planning fights against wandering creatures.