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fallout 4 lucky

Fallout 4 lucky

Luck is one of the seven primary statistics in the SPECIAL system.

Contents

  • 1 Fallout, Fallout 2, Fallout Tactics
    • 1.1 Ways to increase Luck in Fallout
    • 1.2 Ways to increase Luck in Fallout 2
    • 1.3 Ways to increase Luck in Fallout Tactics
    • 1.4 Luck-based perks
  • 2 Fallout 3
    • 2.1 Luck-based perks
    • 2.2 Ways to increase Luck
  • 3 Fallout: New Vegas
    • 3.1 Luck-based perks
    • 3.2 Notes
    • 3.3 Ways to increase Luck
    • 3.4 Level names and statistics
  • 4 Fallout 4
    • 4.1 Luck-based perks
    • 4.2 Ways to increase Luck
    • 4.3 Ways to decrease Luck
  • 5 Fallout 76
    • 5.1 Effects on looted item condition
    • 5.2 Luck-based perks
    • 5.3 Ways to increase Luck
  • 6 Fallout Shelter
    • 6.1 Ways to increase Luck
  • 7 Fallout: The Board Game
    • 7.1 Luck-based perks
    • 7.2 Luck-based weapons
  • 8 Gallery
    • 8.1 Video

Fallout, Fallout 2, Fallout Tactics [ edit | edit source ]

In Fallout, Luck primarily affects the chances with the virtual dice of the game: a high Luck increases the likelihood to succeed a roll, while the opposite is also true. Luck also affects the chance to score a critical hit on a target, with the standard being that the Critical Chance is equal to the subject’s Luck (keep in mind, standard means without perks, traits, or aimed shots). It also determines the initial level of the Gambling skill.

Ways to increase Luck in Fallout [ edit | edit source ]

  • Chuck in the Boneyard’s Adytum can increase Luck permanently by one point via the mysteries of the Tarot. Due to a bug, acquiring a second point is possible.

Ways to increase Luck in Fallout 2 [ edit | edit source ]

  • The Hubologists can be visited to gain a Luck bonus. Only one bonus can be gained, though they have two bases, one in the NCR and one in San Francisco. The NCR bonus can either boost Luck by 2 or reduce it by one, and the San Francisco base can either boost Luck and Intelligence by 1, or reduce Luck by 1.
  • Taking the Gain Luck perk for an increase of 1 Luck.
  • The Hubologists’ zeta scans stop the decrease in Luck from the pariah dog’s company, subsequently killing the dog will restore the player character’s Luck as if it had remained decreased, resulting in a net gain in Luck.

Ways to increase Luck in Fallout Tactics [ edit | edit source ]

  • Taking the Gain Luck perk for a permanent increase of 1 Luck.
  • Consuming Voodoo will increase Luck by 3 points for 20 minutes.

Luck-based perks [ edit | edit source ]

Perk Required Level Additional Requirements Games
Toughness 6 3 Endurance 6 Fallout, Fallout 2, Fallout Tactics
Bonus Ranged Damage 6 6 Agility 6 Fallout, Fallout 2, Fallout Tactics
Fortune Finder 8 6 Fallout, Fallout 2
More Criticals 6 6 Fallout, Fallout 2, Fallout Tactics
Mysterious Stranger 7 / 4 6 / 9 Fallout, Fallout 2
Better Criticals 6 9 Perception 6, Agility 4 Fallout, Fallout 2, Fallout Tactics
Light Step 5 9 Agility 5 Fallout 2, Fallout Tactics
Scrounger 8 9 Fallout, Fallout 2
Bend the Rules 6 16 Fallout Tactics
Break the Rules 6 20 Fallout Tactics
Alcohol Lowered Hit Points 2 Consume 100 bottles of Alcohol-Z Fallout 2
Alcohol Lowered Hit Points II 1 Consume 100 bottles of Alcohol-Z Fallout 2
Alcohol Raised Hit Points 9 Consume 100 bottles of Alcohol-Z Fallout 2
Alcohol Raised Hit Points II 10 Consume 100 bottles of Alcohol-Z Fallout 2
Autodoc Lowered Hit Points 2 Intelligence Fallout 3 [ edit | edit source ]

Modifies: All Skills and Critical Chance. Unlike other S.P.E.C.I.A.L. scores, Luck has no specific skills associated with it. Instead, every two points of Luck adds one point to all skills. Having a high Luck will also improve the 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 [ edit | edit source ]

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 [ edit | edit source ]

Fallout: New Vegas [ edit | edit source ]

Luck functions in the same manner as Fallout 3. It raises the value of every skill (see chart at bottom of page) and affects Critical Chance. It also improves the odds of winning at any casino game; the higher the Luck, the more likely favorable outcomes on bets will be. If having won a casino bet through the influence of Luck, the “You feel lucky” message is displayed. A Luck of 6 will begin to influence Roulette and Slot machines, though rarely. A Luck of 7 is required to win with any regularity or to begin to influence Blackjack outcomes.

Luck-based perks [ edit | edit source ]

Perk Required Level Additional Requirements
Junk Rounds 6 2 Repair 45
Fortune Finder 5 6
Scrounger 5 8
Miss Fortune 6 10
Mysterious Stranger 6 10
Better Criticals 6 16 Perception 6

Notes [ edit | edit source ]

  • A Luck of 7 or an Intelligence of 2 or less opens up a dialogue option in REPCONN headquarters to guess the password and allow moving unharmed past the mobile facial recognition scanners on the top floor.
  • The Courier can heal Caesar’s brain tumor in the quest Et Tumor, Brute? with a Luck of 9.
  • If the Courier’s Luck stat is the most extreme (highest or lowest), Doc Mitchell will either say he is surprised their bullets did not “turn right around and climb back into the gun.” (for highest) or that they seem to be “the luckiest son-of-a-gun in New Vegas.” (For lowest)
    • When Doc Mitchell refers to the bullets “climbing back into the gun” this is a nod to Fallout 1 and Fallout 2, referring to critical failures.
  • When playing at casinos, a Luck of at least 7 is required to get favorable odds. Blackjack is the most affected by Luck; at 10, it will produce fairly constant patterns in what cards are dealt to based on the current total. Slots will turn out losses on most spins, but at higher Luck will produce an occasional jackpot. Roulette, like Slots, will produce a loss on most spins and requires prudent betting to gain much benefit from Luck.

Ways to increase Luck [ edit | edit source ]

Level names and statistics [ edit | edit source ]

Value Name Critical Chance Skill Modifiers
1 13 Pitch-black Cats +1% All Skills +1
2 Broken Gypsy Mirror +2% All Skills +1
3 Sickly Albatross +3% All Skills +2
4 Spilled Salt +4% All Skills +2
5 Coin Flip +5% All Skills +3
6 Stacked Deck +6% All Skills +3
7 Lucky 7 +7% All Skills +4
8 Leprechaun’s Foot +8% All Skills +4
9 21-Leaf Clover +9% All Skills +5
10 Two-headed Coin Flip +10% All Skills +5

Fallout 4 [ edit | edit source ]

Luck determines the recharge rate of the Critical Hit meter. It can indirectly improve how much caps and ammo one finds through one of two associated Luck perks (see below). It can also give the player a chance to not catch a disease from a molerat bite in Vault 81. Luck can affect the chances of quickly receiving a perfectly preserved pie from the Port-A-Diner (the lower your luck stat, the longer it can take).

Here is a table that shows how many hits one needs to refill the critical meter for different luck values. This does not include the effects of perks or legendary prefixes.

Luck hits required
1 14
2 12
3 10
4 9
5 8
6-7 7
8-9 6
10-12 5
13-18 4
19-29 3
30-62 2
63+ 1

Using a Lucky weapon with the Isodoped companion perk active (250 rads), at 14 Luck you will fill the critical meter in two shots. Without a Lucky weapon you will fill it in two shots at 24 Luck.

Luck-based perks [ edit | edit source ]

Perk Luck Required
Fortune Finder 1
Scrounger 2
Bloody Mess 3
Mysterious Stranger 4
Idiot Savant 5
Better Criticals 6
Critical Banker 7
Grim Reaper’s Sprint 8
Four Leaf Clover 9
Ricochet 10

Ways to increase Luck [ edit | edit source ]

Ways to decrease Luck [ edit | edit source ]

Fallout 76 [ edit | edit source ]

Modifies: Looted item condition, recharge rate of critical hits

As with other Fallout 76 SPECIAL attributes, Luck has a maximum of 15 but there are only 49 points split between the 7 attributes

Every time a V.A.T.S. attack is successful, the critical bar increases by an amount dependent on Luck. Once the critical bar fills completely (when the value of the bar equals 100), a critical attack may be executed in V.A.T.S. At a Luck of 1, the critical gain per successful attack (also known as the recharge rate) is 6.5 – this translates to a critical attack being available every 16 successful attacks. Each addition level of luck increases the critical gain by 1.5. At the maximum Luck of 15, the critical gain per successful attack is 27.5 – this translates to a critical attack being available every 4 successful attacks.

Effects on looted item condition [ edit | edit source ]

Luck Looted Item Min Condition Looted Item Max Condition
1 15 65
2 18.3 68.3
3 21.7 71.7
4 25 75
5 37.5 87.5
6 50 100
7 52.5 102.5
8 55 105
9 57.5 107.5
10 60 110
11 67.5 117.5
12 75 125
13 80 130
14 85 135
15 90 140

Luck-based perks [ edit | edit source ]

Name Level Rank Description
Better Criticals 47 1 V.A.T.S. criticals now do +20% damage.
2 V.A.T.S. criticals now do +30% damage.
3 V.A.T.S. criticals now do +40% damage.
Bloody Mess 42 1 5% bonus damage means enemies may explode into a gory red paste.
2 10% bonus damage means enemies may explode into a gory red paste.
3 15% bonus damage means enemies may explode into a gory red paste.
Can Do! 7 1 40% chance to find an extra canned food when you “Search” a food container.
2 60% chance to find an extra canned food when you “Search” a food container
3 80% chance to find an extra canned food when you “Search” a food container
Cap Collector 16 1 You have a chance to find more bottle caps when opening a caps stash.
2 You have a better chance to find more caps when opening a caps stash.
3 You always find more bottle caps when opening a caps stash.
Class Freak 46 1 The negative effects of your mutations are reduced by 25%.
2 The negative effects of your mutations are reduced by 50%.
3 The negative effects of your mutations are reduced by 75%.
Critical Savvy 44 1 Critical Hits now only consume 85% of your critical meter.
2 Critical Hits now only consume 70% of your critical meter.
3 Critical Hits now only consume 55% of your critical meter.
Curator 19 1 The benefits of bobbleheads and magazines last twice as long.
Dry Nurse 23 1 You have a 50% chance to keep your Stimpak when you revive another player.
Four Leaf Clover 29 1 Each hit in V.A.T.S. has a chance to fill your Critical meter.
2 Each hit in V.A.T.S. has a better chance to fill your Critical meter.
3 Each hit in V.A.T.S. has an excellent chance to fill your Critical meter.
Good with Salt 9 1 Food in your inventory will spoil 30% more slowly.
2 Food in your inventory will spoil 60% more slowly.
3 Food in your inventory will spoil 90% more slowly.
Grim Reaper’s Sprint 33 1 Any kill in V.A.T.S. has a 15% chance to restore all Action Points.
2 Any kill in V.A.T.S. has a 25% chance to restore all Action Points.
3 Any kill in V.A.T.S. has a 35% chance to restore all Action Points.
Junk Shield 10 1 Carry junk to gain up to 10 Damage and Energy Resistance. (No Power Armor)
2 Carry junk to gain up to 20 Damage and Energy Resistance. (No Power Armor)
3 Carry junk to gain up to 30 Damage and Energy Resistance. (No Power Armor)
Last Laugh 27 1 You drop a live grenade from your inventory when you die.
Luck of the Draw 14 1 Slight chance your weapon will repair itself when hitting an enemy.
2 Chance your weapon will repair itself even more when hitting an enemy.
3 Chance your weapon will greatly repair itself when hitting an enemy.
Lucky Break 24 1 Slight chance your equipped armor will repair itself when struck.
2 Chance your equipped armor will repair itself even more when struck.
3 Chance your equipped armor will greatly repair itself when struck.
Mysterious Savior 49 1 A Mysterious Savior will occasionally appear to revive you when downed.
2 A Mysterious Savior will more frequently appear to revive you when downed.
3 The Mysterious Savior will regularly appear to revive you when downed.
Mysterious Stranger 26 1 The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand.
2 The Mysterious Stranger appears more often when using V.A.T.S.
3 The Mysterious Stranger appears so much in V.A.T.S., he knows you by name.
Mystery Meat 12 1 Stimpaks may generate edible meat tissue. Higher Rads improve the chance.
2 Stimpaks generate edible meat. Higher Rads improve the chance.
3 Stimpaks generate excessive edible meat. Higher Rads improve the chance.
One Gun Army 31 1 Heavy guns gain a 4% stagger chance and a 4% chance to cripple a limb.
2 Heavy guns gain a 8% stagger chance and a 8% chance to cripple a limb.
3 Heavy guns gain a 12% stagger chance and a 12% chance to cripple a limb.
Pharma Farma 2 1 40% chance to find extra first aid Chems when you “Search” a chem container.
2 60% chance to find extra first aid Chems when you “Search” a chem container.
3 80% chance to find extra first aid Chems when you “Search” a chem container.
Psychopath 21 1 Any kill in V.A.T.S has a 5% chance to refill your Critical Meter.
2 Any kill in V.A.T.S has a 10% chance to refill your Critical Meter.
3 Any kill in V.A.T.S has a 15% chance to refill your Critical Meter.
Quick Hands 40 1 Gain a 6% chance to instantly reload when your clip is empty.
2 Gain a 12% chance to instantly reload when your clip is empty.
3 Gain a 18% chance to instantly reload when your clip is empty.
Ricochet 38 1 Gain a 6% chance to deflect back some of enemies’ ranged damage. (No PvP)
2 Gain a 12% chance to deflect back some of enemies’ ranged damage. (No PvP)
3 Gain a 18% chance to deflect back some of enemies’ ranged damage. (No PvP)
Scrounger 3 1 40% chance to find extra ammo when you “Search” an ammo container.
2 60% chance to find extra ammo when you “Search” an ammo container.
3 80% chance to find extra ammo when you “Search” an ammo container.
Serendipity 5 1 While below 35% health, gain a 15% chance to avoid damage.
2 While below 35% health, gain a 30% chance to avoid damage.
3 While below 35% health, gain a 45% chance to avoid damage.
Starched Genes 30 1 Less chance for you to mutate from rads or for Radaway to cure mutations.
2 You will never mutate from Rads and Radaway will never cure mutations.
Storm Chaser 35 1 Gain health regeneration while outside during rain or Rad Storms.
2 Gain high health regeneration while outside during rain or Rad Storms.
Super Duper 50 1 When you craft anything, there is a 10% chance you’ll get double results!
2 When you craft anything, there is a 20% chance you’ll get double results!
3 When you craft anything, there is a 30% chance you’ll get double results!
Tormentor 37 1 Your rifle attacks have a 5% chance of crippling a limb.
2 Your rifle attacks have a 10% chance of crippling a limb.
3 Your rifle attacks have a 15% chance of crippling a limb.
Woodchucker 17 1 Collect twice as much when harvesting wood

Ways to increase Luck [ edit | edit source ]

Note that all stat boosts in Fallout 76 are temporary.

  • Bobblehead: Luck (+2 for 1 hour or 2 hours with Curator)
  • Armor and clothing:
    • “Vault suit” underarmor with a treated lining mod (+1)
    • “Casual” or “Vault suit” underarmor with a resistant lining mod (+1)
    • “Casual” underarmor with a protective lining mod (+1)
    • “Vault suit” underarmor with a protective lining mod (+2)
    • “Casual” or “Raider” underarmor with a shielded lining mod (+1)
    • “Vault suit” underarmor with a shielded lining mod (+2)
  • Legendary Effects:
    • Luck (+1)
  • Magazines:
    • Live and Love 5 (+2 while under the influence of alcohol)
  • Mutations:
    • Herd Mentality (+2 if grouped, -2 if solo)
  • Perks:
    • Happy-Go-Lucky (+2 or +3 while under the influence of alcohol)
  • Consumables:
    • Food:
      • Appalachili (+2)
      • Awesome opossum bacon (+2)
      • Chally’s feed (+1)
      • Charred scorchbeast liver (+3)
      • Chew stick (+1)
      • Iguana on a stick (+1)
      • Scorchbeast mixed meat stew (+1)
      • Seared venison with berries (+3)
      • Seasoned rabbit skewers (Fallout 76) (+1)
    • Chems:
      • Day Tripper (+3)
      • X-cell (+2)

Fallout Shelter [ edit | edit source ]

Modifies: Increases the chance of a Rush being successful, the amount of power/food/water obtained from rooms, the chance of finding items when exploring and the chance of getting caps when harvesting power/food/water from a room.

Ways to increase Luck [ edit | edit source ]

By training Luck in game room.

By equipping outfits that raises Luck.

Fallout: The Board Game [ edit | edit source ]

Unlike other games, Luck is not treated as a variable ranging from 1 to 10, but instead as a token that can be obtained at the start or when leveling up. A player character with the Luck token gets free rerolls during certain tests, as well as during fights if equipped with a Luck-based weapon.

The Vault Dweller player character always begins the game with Luck. Any player character wearing the singed duster gains one hit during a Luck test. During any Luck test or fight, Day Tripper can be used to gain one free hit. While not a Luck-based weapon, if a player character goes into a fight with the Fat Man, they must succeed at a Luck test or be unable to perform any rerolls during the fight.

Luck is one of the seven primary statistics in the SPECIAL system. 1 Fallout, Fallout 2, Fallout Tactics 1.1 Ways to increase Luck in Fallout 1.2 Ways to increase Luck in Fallout 2 1.3 Ways to increase Luck in Fallout Tactics 1.4 Luck-based perks 2 Fallout 3 2.1 Luck-based perks 2.2 Ways to…

Fallout 4 lucky

Lots of people talk about two shot, instigating, furious or explosive weapons but never about this.

Overdrive can last for 30 minutes (real time) and it gives you a 25% chance to crit and increased 25% damage.

Lucky weapons deal double damage when you crit. and since automatics shoot bullets like crazy, you should be getting many double crits. A crit should deal A LOT more damage than a “double shot” because of the better crits perk alone, but if you add lucky in this party. they should make real beasts.

Concerning freezing weapons, man I bet their combo should make the funiest gameplay right beside a jet flamer build! 😛

As you guys can see they crit a lot.

I wonder if a pistol with a high rate of fire could outpeform them, like that legendary alien blaster.

Lucky doesn’t really double crit damage, it increases the multiplier by 1 exactly like a calibrated receiver would. Its underwhelming.
If the OG’s second shot is added to the weapons base (I don’t know if its the case) it would cause a far larger increase to crit damage.

Freezing weapons with overdrive are funny as hell, and genuinely useful if your fighting against things that you lack the firepower to bring down quickly. Not very useful if you’ll one shot them regardless.
Enraging may be funnier.

According to the wikia the formula for ranged critical damage is:

DamageCritical=(DamagePaper+DamageBase)×CriticalMultiplier

According to many the formula for a 2 shot weapon damage is:

Damage=DamagePaper+DamageBase

So the critical damage for a 2 shot weapon should be.

(DamagePaper+DamageBase+DanageBase)×CriticalMultiplier

While a lucky weapon gets:

(DamagePaper+DamageBase)×(CriticalMultiplier+1)

Forgive me if Im wrong, Im not used to doing this kind of math stuff 😛

After all that I believe unless:

(DamagePaper+DamageBase+DamageBase)×1 > (DamagePaper+DamageBase)×2

Which can be simplified to:

DamageBase > DamagePaper+DamageBase

2 shot weapons critical hits cant outdamage lucky ones.

Since overdrive will be making both weapons crit 25% of the time, Id expect. out of 4 shots if 2 are crits, the lucky wins, otherwise the 2 shot ?

If you dont crit lucky ones become garbage. but if you are lucky to crit a lot, their damage potential should be quite higher, I think.

According to the wikia the formula for ranged critical damage is:

DamageCritical=DamagePaper+DamageBase×CriticalMultiplier

According to many the formula for a 2 shot weapon damage is:

Damage=DamagePaper+DamageBase

That twoshot equation uses paper damage and basedamage in a completely different manner to the crit equation.

For the crit equation paper damage is the (weapon+parts)*multipliers while base damage is weapon+parts only.
What you have written for twoshot redefines both terms. This wouldnt be an issue for a stand alone equation, we all recognise what you mean, but if your going to use it alongside another equation you have to be careful not to call bananas oranges.

To avoid this you would probably be best off using new terms. Something like,
Damage=Damage(w/upgrades)+Damage(standard receiver)
This all happens before any multipliers are employed.

The question I pose is whether ‘Damage’ in this case gets rolled into DamagePaper only or if DamageBase gets it too in the crit equation. If I have the necessary legendaries on one of my charactrs it shouldn’t be too hard to test, but its going to be a while before I have time.

With less tired eyes now I can see a big mistake, you misread the critical damge equation from the wiki. Its not this,
DamageCritical=(DamagePaper+DamageBase)×CriticalMultiplier
its this,
DamageCritical=DamagePaper+DamageBase×CriticalMultiplier
Order of operators says that it means the same as this,
DamageCritical=DamagePaper+(DamageBase×CriticalMultiplier)

You version drastically overestimates the impact of crits.If it worked that way then sneak attacks would pale in comparison to crits, but in reality it is quite the opposite.

I always thought paper damage was the damage shown in the pip boy and base damage is the weapon damage without upgrades. If thats not the case with 2 shot weapons I could be wrong.

You’ve got the definitions reasonbly right, but are applying them incorrectly to the twoshot problem.
As you’ve read twoshot adds damage equal to that of the standard receiver, but the added damage is also subject to the same multipliers as the actual receiver gets. It doesn’t matter if you want to apply multipliers, provided the same is done to both parts.
What you did with this,
Damage=DamagePaper+DamageBase
Is apply the multiplier to one part and not the other, and then compounded the earlier errors by subbing this into another equation
(DamagePaper+DamageBase+DanageBase)×CriticalMultiplier
At this point its lost the plot.

From the wikis version of the crit equation,
DamageCritical=DamagePaper+(DamageBase×CriticalMultiplier)
What you really have is Normal Damage + Crit Damage components, which can easily be split up.
Normal Damage = DamagePaper
Crit Damage = DamageBase×CriticalMultiplier

Twoshot impacts the normal part, Lucky the crit part. Playing with the numbers to make them easy to compare.
Assuming the weapon is a .308 combat or .50 hunting for which twoshot adds 60% to damage.
Normal Damage (Twoshot) = (DamageBase×Multiplier) + (DamageBase/1.6×Multiplier)
Crit Damage(Lucky) = (DamageBase×CriticalMultiplier)+DamageBase

If we remove the stuff common to both full equations you get the parts you can compare.
From Twoshot (DamageBase/1.6×Multiplier)
From Lucky (DamageBase)

So for those weapons when the active multiplier >1.6 Twoshot crits will hit harder.
This wil vary depending on the weapon and receiver you use, Twoshot is much stronger on automatics, and pretty weak on the lever action.

Fallout 4 lucky Lots of people talk about two shot, instigating, furious or explosive weapons but never about this. Overdrive can last for 30 minutes (real time) and it gives you a 25% chance ]]>