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Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Spell Information

Cast by

Spell Properties

Linear Line of Sight Free Squares Boost Range Fatal

Spell Characteristics

Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.

Lvl Effect Crit AP Ra Critical Casts per Cd Caster
level
Hit Fail Tgt Trn
1 Makes you move back of 1 square
-5 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -
2 Makes you move back of 1 square
-6 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -
3 Makes you move back of 2 squares
-7 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -
4 Makes you move back of 2 squares
-8 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -
5 Makes you move back of 3 squares
-9 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -
6 Makes you move back of 3 squares
-12 chance of avoiding MP losses (3 turns)
- 2 1-1 - 1/50 - - - -

This article uses material from the "Luck" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Luck
Fallout, Fallout 2, Fallout Tactics
modifies: chances with the virtual dice of the game, critical chance, Gambling
related perks: Better Criticals, Bonus Ranged Damage, More Criticals, Mysterious Stranger, Scrounger, Toughness
related traits: Jinxed
Fallout 3
modifies: all skills, critical chance, some random encounters
related perks: Better Criticals, Fortune Finder, Mysterious Stranger, Scrounger

"There's only one way to give 110%."

Luck is one of the seven Primary Statistics in the SPECIAL character system. It represents Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.

Contents

Fallout, Fallout 2, Fallout Tactics

In Fallout, Luck primarily affects your chances with the virtual dice of the game, a high luck means you're more likely to succeed a roll, while the opposite is also true. Luck also affects the chance to score a critical hit on an enemy, with the standard being that your Critical Chance is equal to your luck (keep in mind, standard means without perks, traits, or aimed shots). It also determines the initial level of your Gambling skill.

Ways to increase Luck

  • Fallout - Chuck in the Boneyard - Adytum can increase your Luck permanently by one point via the mysteries of the Tarot.
  • Fallout 2 - The Hubologists can be visited to gain a luck bonus. Only one bonus can be gained, though they have two bases, one in NCR and one in San Francisco.

Fallout 3

Unlike other SPECIAL scores, Luck has no specific skills associated with it. Instead, each point of Luck adds one point to all skills. Having a high Luck will also improve your critical chance with all weapons.

Value +Critical Chance Skill Modifiers
1 1% All Skills +1
2 2% All Skills +1
3 3% All Skills +2
4 4% All Skills +2
5 5% All Skills +3
6 6% All Skills +3
7 7% All Skills +4
8 8% All Skills +4
9 9% All Skills +5
10 10% All Skills +5

Luck-based Perks

Perk Required Level Additional Requirements
Fortune Finder 5 6
Scrounger 5 8
Mysterious Stranger 6 10
Better Criticals 6 16 Perception 6

Ways to increase Luck

Primary statistics

This article uses material from the "Luck" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Luck may refer to:


This article uses material from the "Luck" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 07, 2010

From Halopedia, the Halo Wiki

4.88
(8 votes)
Luck
Album: Halo 3: Original Soundtrack
Length: 03:24
Composer: Martin O'Donnell

Luck is a song included in the Halo 3: Original Soundtrack. The song plays only once, during the Halo 3 Cutscene-only level "Arrival"

The song starts with a light melody of wind instruments with choir interspersed in between. The introduction melody comes to a dramatic climax, then turns to a more peaceful strings section. Near the end, wind once again takes the melody, which is replaced by piano at the end.

It runs for 3 minutes and 25.244 seconds (3:25.244).

Trivia

  • This song carries the traditional violins heard at the beginning of all three games. This is its shortest form, while Halo 2 Cairo Suite features the longest.
  • Part of this song is heard again in Legend.


This article uses material from the "Luck" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to Fate versus free will article)

From Lostpedia

"We were brought here for a purpose, for a reason, all of us. Each one of us was brought here for a reason." -- John Locke

Viewers and the characters themselves are left to wonder whether the events that are occurring are predestined by fate, or whether the characters have the free will to change what will happen to them through their actions. Fate or coincidence is a central theme on Lost (Through the Looking Glass-Enhanced transcript).

Contents

Fate

In a pivotal moment of "Walkabout", Locke expresses his frustrations to the travel agent.
An early screencap showing that early on after the crash, Charlie wrote the word "LATE" on bandages wrapped around his fingers.
A later screencap from "Fire + Water" showing that in a dream sequence, the letters on the bandages change back to their original "FATE".

Season 1

  • In the pilot, Charlie writes the word FATE on his bandaged fingers with black marker. ("Pilot, Part 1")
  • LATE, on Charlie's fingers, if spelled backwards is "ET AL" which is Latin for "and others."
  • In a moment when Shannon is finally seeing the gravity of the situation, Boone doesn't listen to her. She points out that the man at the gate who wouldn't let then have their first-class seats probably saved their lives. ("Pilot, Part 2")
  • Locke tells the tour operator: "Hey, hey, don't you walk away from me! You don't know who you're dealing with! Don't ever tell me what I can't do, ever! This is destiny, this is destiny. This is my destiny. (yelling) I'm supposed to do this, damn it! Don't tell me what I can't do! Don't tell me what I can't. . ." Locke later believes that it was arriving on the Island that was the destiny that he previously sensed. ("Walkabout")
  • Locke asks Jack "What if everything that happened here, happened for a reason?" ("White Rabbit")
  • Two pens fail to work when Claire is attempting to sign the paperwork to give her baby up for adoption. ("Raised by Another")
  • Walt is reluctant to help Michael build the raft, to which Michael tells him, "You think working with your old man is punishment? No, man, this is us taking control of our destiny." Walt retorts that it feels like punishment. ("Special")
  • Christian Shephard says to Sawyer: "Don't beat yourself up about it. It's fate. Some people are just supposed to suffer. That's why the Red Sox will never win the damn Series." However, as Jack later learns in "The Glass Ballerina", the Boston Red Sox did win the World Series shortly after the crash. ("Outlaws")  ("The Glass Ballerina")
  • Rousseau says to Hurley: "Numbers are what brought me here. As it appears they brought you. Since that time I've lost everything, everyone I cared about. So yes, I suppose you're right. They are cursed." ("Numbers")
  • Jin tells Sun that he has to leave on the raft because "I'm in this place because I'm being punished. I made you suffer. You don't deserve any of this." Later, Sun asks Shannon if she believes they are being punished by fate, to which Claire pops in with her opinion: That she doesn't believe in fate. ("Exodus, Part 1")
  • After the dynamite incident, Locke asks Jack "Do you think we crashed on this place by coincidence -- especially, this place? We were brought here for a purpose, for a reason, all of us. Each one of us was brought here for a reason... The island brought us here. This is no ordinary place, you've seen that, I know you have. But the island chose you, too, Jack. It's destiny." Jack retorts in a heated moment, asking if Boone's death was destiny, and Locke says he was a sacrifice. Jack then opines: "I don't believe in destiny," to which Locke replies, "Yes, you do. You just don't know it yet." ("Exodus, Part 1")

Season 2

  • Eko says, "Do not mistake coincidence for fate." ("What Kate Did"). Locke later repeats this phrase. ("The Cost of Living")
  • In a dream sequence, Charlie is wearing the words "FATE" on his left hand. ("Fire + Water")
  • Christian Shephard tells Ana Lucia, "Maybe fate has thrown the two of us together, like two drinks in an airport bar." When Ana Lucia asks why fate would do that, he replies, "Same reason fate does anything: So we could help each other out. You do need help, right?" Later in that same conversation, Christian tells her "That's right. Fate's calling, Sarah."("Two for the Road")
  • "So it was just a coincidence that he came wandering out?" - Locke to Jack about Michael returning from his second attempt finding Walt ("Two for the Road")
  • "My my my. Look what fate has delivered up this time." - Christian to Ana Lucia right after they see a bar called Last Call from their rental car. It's ironic that the bar is called Last Call because Christian begins drinking himself to death there.("Two for the Road")
  • Locke, who originally believed that his fate lay in the Swan, is suddenly disillusioned when he finds the secrets in The Pearl. He tells Eko, "I was never meant to do anything. Every single second of my pathetic little life is as useless as that button! You think it's important? You think it's necessary? It's nothing. It's nothing! It's meaningless! And who are you to tell me that it's not?" ("?")
  • Desmond tells a jaded Locke, "Three days before you came down here, before we met, I heard a banging on the Hatch door, shouting. But it was you, John, wasn't it? You said there isn't any purpose -- there's no such thing as fate. But you saved my life, brother, so that I could save yours." ("Live Together, Die Alone")

Season 3

  • Desmond affects the future (fate), by constructing the lightning rod. ("Every Man for Himself")
  • Ben hints to Jack that his belief in God is supported by the appearance of Jack (a spinal surgeon) on the island only days after tumors were found on Ben's spine.("The Cost of Living")
  • Penelope tells Desmond, "I say we celebrate that fate has spared you a miserable existence under the employ of Widmore Industries." ("Flashes Before Your Eyes")
  • When Desmond asks Ms. Hawking why she didn't save the man wearing red shoes, she explains: "Because it wouldn't matter. Had I warned him about the scaffolding tomorrow he'd be hit by a taxi. If I warned him about the taxi, he'd fall in the shower and break his neck. The universe, unfortunately, has a way of course correcting. That man was supposed to die. That was his path just as it's your path to go to the island. You don't do it because you choose to, Desmond. You do it because you're supposed to." ("Flashes Before Your Eyes")
  • Desmond tells Charlie, "I've tried twice to save you, but the universe has a way of course correcting and -- and I can't stop it forever. I'm sorry. I'm sorry because no matter what I try to do you're going to die, Charlie." ("Flashes Before Your Eyes")
  • Charlie eventually accepts his fate and sacrifices himself in the Looking Glass. ("Through the Looking Glass")
  • While in Room 23, a slide appears saying "God loves you as He loved Jacob". This is a reference to the Biblical passage from Romans 9 in which the Apostle Paul appears to be making an argument for predestination, i.e. fate.

Season 4

Season 5

Season 6

Free will

At a memorable moment in "?", two men of faith find that their beliefs are at odds with one another.

Season 1

  • Locke and many others repeat variations of the line "Don't tell me what I can't do!" ("Walkabout") and on...
  • Jack tells Sawyer "that's why the Red Sox will never win the Series" was "Just something my father used to say -- went through life knowing that people hated him. Instead of taking responsibility for it, he just put it on fate. Said he was made that way." The implication was that his father was making excuses, and that Jack believed taking personal responsibility for events could change outcomes. ("Outlaws")
  • Martha Toomey says to Hurley: "You make your own luck, Mr. Reyes. Don't blame it on the damn numbers. You're looking for an excuse that doesn't exist." ("Numbers")

Season 2

  • Many instances in which Locke says they don't have to push the button and nothing would happen if they didn't, especially after his encounter with the Pearl station ("?"). He finally ended up not pushing the button and causing the system failure ("Live Together, Die Alone").

Season 3

  • Juliet says to Adam: "Here I am thinking that free will still actually exists..." ("A Tale of Two Cities")
  • Locke responds to Desmond's comment regarding the convenience of Eko's and Locke's destination being the same: "Don't mistake coincidence for fate"("The Cost of Living"), quoting Eko's words to Locke in Season 2.("What Kate Did")
  • Ben talks to Jack about his plan to break him and reveals his true intention saying, "Then of course we'd lead you to believe that you were choosing to do whatever we asked you to do." Ben finalizes saying "I want you to want to save my life." ("The Cost of Living")
  • Juliet, referring to Ben's surgery, says to Jack, "You probably feel like you don't have a choice, but you do, Jack. Free will is all we've really got, right? ("The Cost of Living")
  • Desmond tells Ms. Hawking, "I can choose whatever I want.", however, she responds "You may not like your path, Desmond, but pushing that button is the only truly great thing that you will ever do." Later on, after leaving Penelope and his "lucid flashback" for the island again, he is full of regret about his choices. He begs "Please, let me go back. Let me go back one more time. I'll do it right. I'll do it right this time. I'm sorry, Penny. I'll change it. I'll change it." ("Flashes Before Your Eyes")
  • Ben tells Locke, "You'll never be free until you release the hold your father has over you.... When people join us here on this Island, they need to make a gesture of free will, of commitment. That's why you're going to have to kill your father." ("The Brig")

Season 5

  • In The Variable, Daniel explained that he was wrong about his previous view, and that people are variables in the equation that can change the outcome of events.
  • In The Incident, Parts 1 & 2, Jacob tells Hurley: "It's your choice Hugo, you don't have to do anything you don't want to," and Ben "Whatever he's told you, I want you to understand one thing -- you have a choice."
  • In The Incident, Parts 1 & 2, Jack tries to change the future by stopping the Incident by blowing up an atomic bomb.
  • In The Incident, Parts 1 & 2, Jacob and his enemy have a disagreement. The enemy feels that Jacob is perpetuating a cycle of violence and destruction by bringing people to the island, a fatalist viewpoint. Jacob seems to imply that cycle can be broken. He says it only has to happen once - everything that comes before is progress. Jacob pointed out to several people that they have free will.

Season 6

The Lost Experience

  • The Valenzetti Equation predicts the exact number of years and months until humanity extinguishes itself. This suggests that fate of mankind can actually be calculated scientifically. (The Lost Experience)
  • However, the stated purpose of the DHARMA Initiative is to change the numerical values of any one of the core factors in the Valenzetti Equation in order to give humanity a chance to survive. This suggests that those responsible for the Initiative believed that the results of the equation, and thus the fate of humanity, could be altered by their actions. It also suggests that those responsible for the Initiative intended to re-engineer fate in bigger ways. (The Lost Experience)

Trivia

See also


This article uses material from the "Fate versus free will" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Luck is one of six character attributes. Each point of luck grants 0.0033% dodge, 0.0033% evasion chance, 0.1% evasion value, 0.0033% critical hit chance, 0.005% strikethrough chance, and 0.1% strikethrough value.

Luck per 100 points
Luck 100 200 300 400 500 600 700 800 900 1000 1100
Dodge 0.33% 0.67% 1.00% 1.33% 1.67% 2.00% 2.33% 2.67% 3.00% 3.33% 3.67%
Evasion chance 0.33% 0.67% 1.00% 1.33% 1.67% 2.00% 2.33% 2.67% 3.00% 3.33% 3.67%
Evasion value 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 100%
Critical hit chance 0.33% 0.67% 1.00% 1.33% 1.67% 2.00% 2.33% 2.67% 3.00% 3.33% 3.67%
Strikethrough chance 0.50% 1.00% 1.50% 2.00% 2.50% 3.00% 3.50% 4.00% 4.50% 5.00% 5.50%
Strikethrough value 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 100%

Lucky events

Luck increases the likelihood you will have Lucky events happen to you. These events can happen while in combat or healing and while selling to junk dealers.

  • Crafting Assembly: Crafters who catch a lucky break can benefit from a Critical Success during the Assembly phase of creating their item.
  • Crafting Experimentation: During Experimentation, Traders can get a lucky break that will give their experiment a Critical Success.
  • Combat and Faction: During combat, anyone fighting has a chance to be lucky which will earn them bonus Faction Points.
  • Healing: All healing actions including the use of special abilities, healing others and even using stim-packs have the chance to receive a lucky break that will boost the effectiveness of the heal.
  • Fencing: Another interesting chance for a lucky break is selling your goods to a Junk Dealer. Everyone has the opportunity for this lucky break which increases the item's "sell rate." A player can tell when they've been lucky because all of the prices of their goods will be considerably higher than usual.
  • Stealing: Spies have an interesting luck ability. They can steal an item without any chance of getting caught. Be warned, you cannot steal items or credits from players.
  • Theft Detection: Luck isn't an exclusive ability! Not only do spies get a chance for a "free steal," but everyone else gets a separate chance to catch the thief (as long as the spy doesn't get a "free steal"). While a spy is stealing, their target can get lucky by automatically detecting the spy.
  • Experience: Last on our list of lucky breaks is experience. If you're really lucky, you can get a bonus to your experience point (XP) rewards while you're playing the game. It can happen at any time whether you are on the ground or in space, questing or crafting – as long as you're doing something that earns you XP.
  • Fishing: You may also notice a faster catch rate/ better catch while fishing if you have a high luck stat.
  • Foraging: While foraging, the higher your Luck skill, the better your forage results!

This article uses material from the "Luck" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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