Luck of Heroes

Since reading about the DA combat model, I'm starting to think that 'Lucky' is a pretty darn good pick for 1 point.

A race without luck will roll (0 to weapon rating) for every weapon. The average damage is rating/2 and over a large battle, you are going to get pretty close to the average damage.

A race with 25% luck rolls from (rating*0.25 to rating). That is, the minimum roll is 0.25*rating and I assume it's uniformly distributed across that range. So a normal race with a 4-damage weapon has an expected damage of 2, while a 'lucky' race has an expected damage of 2.5.

That may not seem like a big difference, but it's pretty big in my eyes. It's a 25% increase. Adding 25% luck increases your expected damage by 25%, just the same as if you had a 25% weapon bonus. It's actually arguably better, because a weapon bonus get's added to the first weapon shot while luck helps *every* weapon shot, so less is wasted on overkill. The drawback is that it doesn't kick in until you get higher-damage weapons while weapon bonus can help if you have a lot of 1-damage weapons on a ship.

I don't know what else luck does, but it looks like there is a 'luck factor' in planetary invasions as well. Well worth a single point IMO.
5,652 views 5 replies
Reply #1 Top
Universalist Altarians in DL with +55% luck come to mind.

You can still make a +50% luck race in DA, which isn't too shabby.

I agree though. I always find a point to spend on luck.

Don't underestimate creativity either. Especially if you play with any combination of a slower tech rate and/or no tech trading.
Reply #2 Top
Don't underestimate creativity either.


Have you actually noticed what this ability does/gives you? I used to pick it all the time for my custom race in DL (haven't used it yet in DA)but I never noticed anything 'special' happening because of it.
Reply #3 Top
I'd honestly prefer that minimum damage value lobbed into a "targeting" ability, as between the combat advantages AND the normal bonuses luck gives you, the ability is becoming overpowered and overloaded with functionality.

If it was moved into a targeting ability, you can probably see where things would go from there. You could have, for instance, a corresponding evasion ability, that DECREASES the minimum damage an enemy might do, possibly into the negatives (0 damage, an outright miss).

Take it a step further: targeting (specialized computer, sensor, and fine aiming equipment) and evasion (thrusters, sensor jammers, visual cloaks, etc) tech branches, with corresponding ship modules. It gets even more interesting if the sizemod on the evasion techs was large enough that only smaller ships could make any use of them. They might not take a hit, but they'll dodge one just fine!

DAMN, I would love to see that.
Reply #4 Top
Have you actually noticed what this ability does/gives you


It has a random chance of lowering the time it takes to research a technology (atleast, in DL).
Reply #5 Top
Have you actually noticed what this ability does/gives you? I used to pick it all the time for my custom race in DL (haven't used it yet in DA)but I never noticed anything 'special' happening because of it.


It randomly gives you extra research progress. If you look at your debug.err after playing with creativity, you may notice lines to the effect of "Creativity gave XX research points" here and there.