Luck (secondary skill): Difference between revisions
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Increases your chance to get [[luck]]y strikes, which do double [[damage]]. | Increases your chance to get [[luck]]y strikes, which can do as much as double [[damage]]. | ||
'''Recommended for:''' | '''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 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. | |||
*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. | |||
*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. | |||
*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 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 11:55, 7 July 2014
is about the secondary skill called luck. For the luck as an combat modifier, see luck.
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 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.
- 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.
- 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 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 are therefore better combined with other skills than Luck.
- Luck is unpredictable and can therefore not be relied on when planning fights against wandering creatures.