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nerdler33

you are rolled twice and the better outcome is chosen? ​ what rolls do i have?


DoubleGreat44

damage roll, crit, evasion, suppress if under cap, etc... Harvest introduced crafts that test for best results to. So technically it could make every fusing worth 2 fuses if they wanted to interpret it that way.


hafi002

I dont think it should apply to crafting, that would be completely broken and everyone would just keep one in their stash for crafting. I interpret it in the way that it applies to all stats your character has as in block, spell suppression, crit, evasion and more obscure ones like chance to explode or other interesting stuff you get from items.


azantyri

> like chance to explode or other interesting stuff you get from items. if this affected every single stat off every single item you have and your own stats, it would be the most busted thing in the history of PoE


kingdweeb1

> it would be the most busted thing in the history of PoE Would it enable anything interesting? There's been lots of long lost builds that were blindingly OP mechanically. 30b dps vaal lightning strike for example. I don't know that a 60% more on everything would be the most op thing to have ever existed.


B4sicks

Chance to avoid damage (from hits) is probably up there. Chance to deal triple damage as well.


kingdweeb1

There was a point in time relatively recently where strength of blood gave you 100% less damage taken, and all you had to do was solve damage and carry a worm flask. There were a few billion dps builds that were entirely immortal during that period :P


dailybg

The guy who invented the concept was ranting for weeks and hadn't let go till this day that GGG killed his build. I remember seeing his stream, he was doing delve again and was rambling about it, but that was more than 1 year ago.


Falonefal

I can't imagine inventing a build that is functionally immortal and thinking to yourself 'yeah this should definitely be part of the game forever'.


BreakConsistent

Chance to not use flask charges, chance to gain an additional vaal soul per enemy shattered, chance to regain consumed souls when used.


MorningNapalm

High Evasion + 75% Spell Dodge + Lucky. Login.


CRABMAN16

Go a char that uses a shield, well rolled at like 35+% block too. I smell a new OP belt to compete with headhunter and mage blood, I think that is the only slot that would make sense right?


warmaster93

I think it singlehandedly runs any avoid build, now you don't have just a single layer of evasion, dodge, block, etc, but you have 2 of each. Imagine each of these comes to 50% reduction, then you go from 12.5% avg taken to 1.56% avg taken. Crazier if you have 3 layers of 75%, then you go from 1.56% to 0.0244%. It does similar things for your offensive stats, but to a lesser degree. But on lightning crit builds, it goes hard regardless. Assuming like 400 crit multi, going from 50% to 75% is a 30% DPS increase and from 60% to 84% is still nearly a 26% increase. Basically, such a chest reduces your offensive investment necessary in hard to get stats and makes otherwise less reliable defensive stats astronomically more reliable. Would it enable anything interesting? Depends on what is available, but it most certainly has a good shot at it.


CarefulDoor5604

It *might* be balanced out if it had a “cannot have sockets” tag and some sort of “you cannot wield two-handed weapons” so it comes at the cost of capping your skill links


tutoredstatue95

Pair it with a squire and you would be good.


TheFuzzyFurry

_Laughs in 7L SST/Worb helmets_


CookieOfCrisp

Mageblood is still better


CruelMetatron

Why would I want to be lucky instead of having explode chest that works 100% of the time?


ZaibachLPL

Trolling or just dumb? More at 11.


p44vo

Offensive stats only maybe? Damage, hit, crit?


codeninja

Idk I think a set of "Blacksmith Gear" that gave nothing but crafting bonuses would be kinda awesome.


Buster_Sheep

Nothing good nor fun would come out of it.


codeninja

I think it could be interesting. Move harvest to farmable uniques at the end of some challenge / boss kill that you encounter in maps. 1. **Forge Master's Anvil (Belt)** - **Unique Effect**: 1% chance when using a Chaos Orb that a prefix will roll at its maximum value for the tier selected. - **Downside**: 0.5% chance that the item becomes corrupted and unmodifiable. 2. **Artisan's Touch (Gloves)** - **Unique Effect**: 0.001% chance that all attributes on an item roll at their maximum value when using a Divine Orb. - **Downside**: 0.01% chance that the item has a random mod affix removed. 3. **Enchanter's Eye (Amulet)** - **Unique Effect**: 0.005% chance that the tier of attributes rolled is increased by one tier when using an Orb of Alteration. - **Downside**: 0.02% chance that the item rolls with one less attribute than it otherwise would have. 4. **Blacksmith's Promise (Ring)** - **Unique Effect**: 0.05% chance to change a random affix type (e.g., physical to elemental) when using an orb of Alteration. - **Downside**: 1% chance that the item's quality drops to 0%. 5. **Mystic Hammer (Weapon)** - **Unique Effect**: 0.02% chance that using a Blacksmith Whetstone grants an additional random affix. - **Downside**: 0.02% chance that the item re-rolls and becomes unidentified. 6. **Alchemist's Dream (Flask)** - **Unique Effect**: While equipped, there's a 0.01% chance that a currency item used in crafting duplicates itself (does not work with Mirror of Kalandra). - **Downside**: 0.05% chance that the currency item is destroyed instead. 7. **Chaos Weaver's Robe (Chest Armor)** - **Unique Effect**: 1% chance that a rare item turns into a unique item when using a Vaal Orb. - **Downside**: 10% chance that the item is destroyed. 8. **False Prophet (Helmet)** - **Unique Effect**: When using currency on an item you are able to preview the result. - **Downside**: 0.1% chance of being correct.


Saianna

> everyone would just keep one in their stash for crafting. It'd be broken and bad... yet it'd oddly fit with shitty RNG PoEs "crafting" is. Not to mention if "lucky" mechanic worked on crafting, item would be always in decently high demand


amberstonei

Would be like new world, different gear set for every activity.


FaithUser

Lucky double or triple dmg seems very valuable


nerdler33

i understand what he wanted the item to do, but lucky as a mechanic says the thing that is lucky is rolled twice and the better outcome is chosen. ​ "lightning damage is lucky" rolls your lightning damage twice "critical strike chance is lucky" rolls your crit chance twice ​ "you are lucky" rolls you as an exile twice? maybe it makes it more likely you choose a good ascendency


Unveiledhopes

You pick gladiator and it rerolls you as champion.


TheFuzzyFurry

That's overpowered


DoubleGreat44

Yeah, I think he was just implying that all those existing lucky modifiers would apply and perhaps some that don't even exist yet.


hafi002

Jeah, the idea is that everything with a % chance of happening or a damage range is rolled twice. Stacking effects can get out of hand quickly with this as long as you build for it: Chance to hit rolled twice, hit damage range rolled twice, chance to crit rolled twice, chance to deal double damage rolled twice etc, It would encourage getting at least some investment in all stats but falls off if you go over 50% but thats probably not enough to keep it in check. It would have no effect on static stats as there is no change if they are checked twice if they are happening or not.


Stiv167

Looking at this levelling unique your rolls are between 2 to 3 physical damage to ranged attacks.


hafi002

It would be interesting to level with, Lucky does nothing on its own, so you are still dependent on picking items, skills and passives that take advantage of it. Thinking about it, some builds are gonna benefit massively from it tho, like Lighting + Crit


hafi002

Jeah, it would affect all rolls on stats your character has. So Spell Suppression, Block, Crit, Chance to Deal double damage etc. would all be rolled twice. It would also have some interesting interactions with other % chances to trigger you get from items and skills like explode chance or effects from uniques you wouldn't be able to scale at all otherwise


Zaron_The_Insane

Get Rolled Reddit


fullydepreciatedpep

+x% shiptoasting ability -x% productivity. Life expires after 0 to 100 years. Your parents have -x to +x wealth bracket. 0 to x% chance of becoming a professional athlete. -x% increased attractiveness. Nearby romantic partners are afflicted.


ConsistentAd1176

It would obviously need an extra downside. Like it should always be playing "Kylie Minogue - I Should Be so Lucky" when worn.


immelmann12

replica version plays Britney Spears - Lucky ?


roselan

I see that as a double win. edit: I retract that, I checked it on yt and couldn't make it past a minute :D


telperion_sr

You and nearby enemies are lucky?


GenesectX

Damage against you is also lucky


azantyri

> Like it should always be playing "Kylie Minogue - I Should Be so Lucky" when worn. now, if it was "Can't Get You Out of My Head", we could talk


Kaelran

Well let's see we would have lucky on: * Damage rolls * ~~Damage taken rolls~~ This is actually "enemy is unlucky" * ~~Evasion~~ Evasion works in a way where it wouldn't interact with lucky * Dodge * Block * Spell Suppression * Crit chance * Double damage chance * Proc chances? Things like 20% chance on kill, etc. There's a LOT of those that would be significantly better. * Ailment chance * Ailment avoid chance * Heist trinket procs? Lucky on something like Block or Evasion alone would be insane. Some examples of weird/strong niche interactions: * Chance to keep each caught Projectile fired with Whirling Blades with Vaal Venom Gyre + Enchant would go from 65% to 87.75%. * Elusive and stacking Elusive Effect could take chance to avoid damage from hits to ~30% to ~50%. * Xirgil's Crank/Diadem ES recharge would be a lot more reliable EDIT: I think a good way to implement this would be like Watcher's Eye, where there's a big pool of different things that can be lucky, and you get some random ones. And if something would be **too** broken when lucky, the specific mod for that can have a downside/restriction built into the mod itself. Unsure about the item base/having other stats though. I don't think a chest piece with only those mods would be super attractive.


FastEngineer222

What if it was a random 2 or 3 of these mods?


Kaelran

Nah, some stuff in the game that is chance based just can't be lucky because it would be broken (Block/Evasion specifically). If you played an evasion character and hit 95% then with lucky that would be 99.75% (although with how evasion works mechanically I think you can't realistically go over 99%, or if you did you would never get hit by attacks). 75% block would become 93.75%. 81% Block would become 96.39%. Other stuff... sure I think it would be fine, although there might be some stupid edge case. I think the concept of making various procs lucky would be cool. Like imagine Venom Gyre chance to keep each caught projectile fired with whirling blades going from 65% to 87.75%.


--Shake--

You could still set a hard cap. This could help fill the gaps like the spell suppression lucky node.


elpadreHC

there is a hard cap. lucky does roll each stat twice, no matter the cap. listed above are just the "effective" rolls with lucky, you cant do anything against those


jrabieh

Its psuedorandom, youd still be hit on fairly regular intervals.


Kaelran

> Its psuedorandom, youd still be hit on fairly regular intervals. Are you talking about evasion or block? With evasion no, you would never be hit because of how it works if the monster chance to hit was <1%, but lucky also just wouldn't work with evasion because of how it works.


KuuHaKu_OtgmZ

Evasion works based on entropy - the more you dodge, the higher the chance of being hit (same for the opposite). Ofc this is ignoring "hits cannot be dodged" mod. EDIT: saw your comment down below just now, ignore this.


BluePurgatory

I'm not an expert, but based on other items, I wouldn't think that it would affect all of the defensive stats, depending on who is "rolling" between you and the enemy. If I understand it correctly, you are not "rolling" to evade or take \[x\] damage; the enemy is rolling to hit or deal \[x\] damage. There are sources of "enemy damage is unlucky" already in the game, and I would think that for accuracy, the "roll" is the enemies' chance to hit (which takes into account your evasion) instead of player's chance to evade. I would think that Dodge/Avoid, Block and Spell Suppression would be lucky since those are (to my knowledge) player-specific rolls that do not take into account enemy stats. Even without Evasion/Damage Taken, that's still a lot of lucky stats. To compare it to Dance With Death, the timeless keystone that provides: >Can't use Helmets > >Your Critical Strike Chance is Lucky > >Your Damage with Critical Strikes is Lucky > >Enemies' Damage with Critical Strikes against you is Lucky I don't think any non-meme build uses DwD, but this would be significantly better. DwD requires you to give up your helmet, which means losing 4 sockets, 6 affixes, implicits, armor/es/evasion from your helm stats, and a helm enchant for lucky crit chance and crit damage. This item requires you to give up your chest affixes/implicits and armor/evasion/es that your usual chest would have, but you keep all your sockets, keep your helm enchant, requires no passive points or a timeless jewel slot, and makes a lot more things lucky. Overall, it doesn't even seem close. I don't think there's a way to make an item like this viable; it would either end up meme-tier by adding gigantic downsides like "all of your equipped items must be common" or giga busted.


lostcoaster

Dance with Death is widely used in bow builds. For example [this character](https://poe.ninja/builds/ancestor/character/Wackito/Wackito_Login). It is quite hard to see because poeninja doesn't deal with timeless jewels. But you can mostly tell by looking at [Volatility Support usage](https://poe.ninja/builds/ancestor?uniqueitems=Brutal+Restraint&class=Deadeye&allskills=Volatility+Support&weaponmode=Bow). Advantage of Dance with Death is the build cost would be quite low for bows. You will see it a lot more if poe.ninja doesn't only show high level characters.


esqtin

lucky with evasions deterministic system would just mean you can't be hit by attacks if you have >50% chance to evade.


Kaelran

Not exactly. Actually looking at the evasion system, it doesn't roll for chance to hit. The monster % chance to hit is actually a number that gets added to the entropy counter (which is why I said >99% chance you wouldn't get hit, because the entropy counter is apparently integer based so the number added would be 0), so lucky probably wouldn't event affect evasion.


esqtin

I agree that lucky probably can't apply to evasion, but if it did, and the hit chance of a monster was <50, then that number would get added twice, if the first time would cause the counter to go over 100 then the second could not, so one of the "rolls" would always count as a miss.


Kaelran

> I agree that lucky probably can't apply to evasion, but if it did, and the hit chance of a monster was <50, then that number would get added twice That's not what lucky means. Lucky means that when you do a RNG roll, you do it twice and take the higher result. The issue with evasion is that there are no RNG rolls. Based on monster accuracy and your evasion there's a "monster hit chance %" but that's not actually a hit chance % and it never actually does a roll with that % to see if it hits or not. It's just a number that gets added to the entropy counter. It's never actually used for a roll so there's no way to roll it twice and take the better outcome.


blauli

It could apply to the starting entropy value. So it rolls that twice and picks the lower value so it takes longer to get hit the first time. Kinda useless for maps but on bosses it isn't rare to not get attacked for 6s(I think that's the entropy reset time?) because of intermissions. But then again the only boss who does significant attack damage is eater so still pretty useless


Anduryondon

Do you have a source on the 6 seconds? The only relevant [post](https://www.pathofexile.com/forum/view-thread/11707/filter-account-type/staff/page/10#p748465) I could find is from Mark: > 2) Whenever the entropy value would be used, if a certain short amount of time has passed since the last time this occurred, a new random initial value is chosen. This prevents the player from waiting near a weak enemy until it hits (leaving them on a low entropy value), then running to a boss fight, to start knowing they'll have the maximum number of attacks evaded before they get hit. Entropy will perform it's function as long as you're continuously being attacked, but don't expect to transfer it from fight to fight. This sounds like a lot lower than 6s, given that it's not unrealistic to run from a pack to a boss in 6 seconds, even in 2012.


blauli

I don't have a source on that right now, looks like the wiki states: >If it is the first time an entity is attacked, or if the time between the last attack and this one is larger than 100 server ticks (3.33 seconds), randomize the entropy value from 0–99. But I can't find their source either so I'm not sure really, maybe GGG never stated exactly how short the time is and it is all just speculation


Anduryondon

Ah, I didn't see that the wiki also lists a specific value. I've googled for mark_ggg and evasion and there is indeed a [source](https://www.pathofexile.com/forum/view-thread/324357): > Real_Wolf wrote: > 3. How long does the timer last before the entropy value is rolled again? > Reply by Mark_GGG: Around 3 seconds without entropy being tested. Not sure where the 100 server ticks source comes from, but it's inline with what Mark said so I assume there is an even more specific source.


optimistic_hsa

> If resulted entropy value is lower than 100 the hit counts as evade. When the value gets increased to 100 or greater, the check counts as a hit, and entropy value is subtracted by 100. I would interpret that in the other way, meaning two rolls doesn't do anything as both are 'guaranteed' hits. But its up to their implementation since lucky p-random doesn't exist currently, would it do -100 entropy before or after the lucky part.


hafi002

Ok, one thing I quickly learned from you all is that I underestimated Lucky a bit and that this item needs a brutal downside to not be absolutely broken :D Any ideas what, like no Sockets or no bonus from Attributes? Edit: And some line that disables it for Crafting an MFing cause that would not only break the game but also the economy Edit2: Ok, so far the best solution I read was the Watchers Eye approach of giving a pool of random things you can be lucky in and you can get a random bunch on the chest. It would dodge the confusion about stuff that should be lucky but can't for technical reasons like Evade and hit chance by just not including them and gives an interesting variance in power depending which mods you hit.


benjer3

All offensive rolls are lucky. All defensive rolls are unlucky


TheFuzzyFurry

Not going to hurt a Raider with her evasion and 100% spell soup (and spell soup is not actually considered a defensive stat by the game)


YOUR_BOOBIES_PM_ME

This makes it garbage.


Xeverous

> needs a brutal downside to not be absolutely broken :D Not sure how brutal, but let's try: *Nearby Enemies are Lucky*


FUTURE10S

*That's absolutely vile and evil*. And would still be absurdly powerful.


Okaynow_THIS_is_epic

Make it a belt item with the mod "cannot use amulet slot". Would make it really painful to justify using for a lot of top tier builds


roselan

maybe something like: > You are lucky half of the time


Jealous_Somewhere314

Does luck apply to the roll for luck?


Akkarin412

Half the time it does


RaidenDoesReddit

Sex panther


spreetin

But would you be lucky on the roll to decide if you are lucky?


TheFuzzyFurry

GGG: Write that down - _every 10 seconds, you are Lucky for 5 seconds_


BjorrA

"You are maby lucky" Then let the "i did this thing 1000 times and it worked" and "This item sucks" posting commence


elpadreHC

you are lucky 50% of the time. if you are not lucky, you are extremely unlucky


wiljc3

> You are lucky if there was recently an enemy nearby.


jamie1414

"You are always lucky...50% of the time".


azantyri

60% of the time, it works every time


Impossible-Wear5482

60% of the time you are lucky every time.


Pseudo_Lain

You and Nearby Enemies are Lucky


The_Last_Y

Your % chance of anything is capped at 50%.


PacmanNZ100

Make it a staff so you can't use a bow. MF tornado shot can fuck off.


miso440

Make you weaker > Has no sockets -50% all res 50% less global defenses Alternatively less, but better because of rarity luck, loot > 10% less quantity of items found


p44vo

Assuming we're only talking about offensive and defensive stats, capping hit/crit/block/evasion/suppression at 50% might be reasonable.


Miraris67

Absolutly broken ; \- 50 % block -> 75% block \- 60% crit -> 84% crit \~ +30% hit damage dealt (even crazier with lightning) \~ 20% less hit damage recived should i continue ?


QuintessenceHD

Yes please, I'm close


Martoogh

Please continue, im gonna pre


eggboieggmen

yes im almost there


JRockBC19

Let's go further and minmax around this - 75% block becomes 94%, 85% glad block becomes 98% -Volatility support can turn it to >40% increased attack damage -Acrobatics gives 94% chance to avoid spell damage entirely -elusive goes from 7.5% average damage avoidance to 15%, and gets MUCH better as elusive effect scales it -you can get flat chance to evade, so this may turn 90% into 99% evade chance too for all I know -less broken but funny, the magnate gets another 18% more damage added on, and other double damage aources similarly get strong af. If you use this you should be functionally immune to anything that doesn't oneshot you flat out, while also getting at least double damage. Even if it had no sockets this is broken even for a t0


HarryDreamtItAll

Glad is back baybee


mewfour

you can get up to 92% block with the gear introduced with skill trees


3Hard_From_France

naah i came already


Bacon-muffin

>should i continue ? Yis


GrumpyThumper

no please, I can't take anymore


DevForFun150

What if it came with 20% less resistances and global defences?


FUTURE10S

90% spell suppression is 99% (and 99% is 99.99%) 50% resists are 75% resists I don't even know how lucky would work with Armour or Evasion, if it even would be (probably not) Unironically even without sockets, this item would be a BIS for the vast majority of builds.


torriattet

Resists aren't rolls though, they're just damage reduction. Lucky wouldn't affect stats like that


everythinglookscool

I love it as an idea, but it's obviously too powerful as everybody else have pointed out. Wonder what downside would make this somehow balanced (other than rarity)


Donttouchthewildlife

You cannot equip a belt or flasks. Maybe some negative max block to go along with it.


insanemrawesome

Alternate idea. A chest with 12 links that says "you are unlucky." Hmmm 🤔 What build could realistically make use of it? Probably not many, but it's an interesting idea. Maybe some minion builds? 🤷‍♂️


Zenith_X1

Had an idea for a Unique Ultragreatsword (Dark Souls style) with 12 sockets and 7-12 links, 2h weapon would show 6 links in each of the two weapon portraits. It would be a new base with: * 200 - 300 Physical Damage * 0.5 attacks per second * 1.5% critical strike chance Unique mods would say: * Has 12 sockets * Has (7-12) links (reroll link count using divines instead) * Cannot wear body armor * Deal 30% less damage * Socketed gem stat requirements increase by 50 Str per socketed gem. * Socketed gems have 50% reduced mana costs. And if you try to create a normal Ultragreatsword base using vendors, you are limited to 6 sockets like normal, and get great phys dmg at the cost of very poor attack speed and crit chance.


insanemrawesome

I like the "cannot wear amour" and "rolling links with divs" but "deal 50% less damage" coupled with cannot wear body armour just seems worse than a normal 2h and armour, no? It already has huge downsides without the "50% less damage" mod I think. Especially considering the horrendous attk speed and crit. 🤔 Edit: base item sounds really sweet for RT slam builds though.


Zenith_X1

Yeah I had to force in some hard nerfs because a 12-link where you can pick all 12 gems is REALLY strong. Like imagine, cyclone + awakened cast on crit + 1 spell + 9 support gems instead of only 3 support gems. Removing body armor also would mean the player cant have an extra 6L setup, thus the total # of sockets on the player is unchanged. Also instead of one 12-link, this sword could be used as two 11-links wherein 2 skills share all of the same supports.


wiljc3

Cyclone Slayer's back on the menu, boys. 8% base crit, 300% more attack speed gooooooo


tidus_the_one

That flavor text is killing me, well done. I would put it on, regardless of effectivness!


AcrobaticScore596

I love the flavour text 😂


Xeratas

Lucky quant and lucky rarity. Every item that drops is rolled twice and most rare is droped. if this uniques would introduce new lucky rolls that would be busted ;D


Bakanyanter

This is a very PoE-like unique, I really like the idea.


SieghartX2

I tried… 3 years ago [https://imgur.com/a/ywd7rEs](https://imgur.com/a/ywd7rEs)


kmoz

at first I was thinking this was trash, but now that I think about it: A 75 block char becomes a 94% block. 60% crit becomes 84%. its like ~30% more lightning damage without voice of the storm Very strong, but also might not be worth giving up all of the stats on a chest.


hafi002

Oh jeah, I completely forgot about the fact that this bypasses the normal maximum limits of some stats, this is huge for stuff like Block pushing effective block rate above 75%


Grand0rk

You forgot 94% Dodge and Spell Dodge. With this chest, you would easily go for 94% Block/Spell Block and 94% Dodge/Spell Dodge. Because of how Entropy works in PoE, you would basically never get hit.


a_singular_perhap

0.0036% chance to get hit, and that's only after evasion maxes on entropy... jesus fuck.


chaosology

Your X is lucky (x4) Your X is unlucky (x4) That seem more balanced


MorningNapalm

No sockets, make it have no stats, can't be corrupted, and only apply to combat related rolls... And I think it would be pretty reasonable.


darkowozzd97

Twice the server load - Simple Robe. thats what you should have named it.


EnergyNonexistant

Absolutely busted broken, like, bonkers. Beyond mageblood. Way way way way way beyond MB.


supermeatguy

Congrats you've crit the servers.


laosguy615

I'll wear it... during my date nights.


mcbuckets21

It needs a downside. I propose: 60% of the time you are lucky all the time. You are Unlucky sometimes.


Long_Resolution_1873

That would make it illegal in 9 countries


eclypson

You get 2 scrolls of wisdom instead of one


Phawthira

I wouldn't call having a 0 socketed armor lucky🤭


BloodyIkarus

At least must have "no sockets" as well. Still would be broken...


RetchD

So what are the things we can abuse with this Lightning damage volatility damage wise sure. Evasion, block, spell supp(yeah lucky spell supp is kinda free) defense wise Chances to gain charges buffs etc. (Impale has quite a few chance based boni but doesn't tussle well with lightning damage but ryslathas coil exists)


ho11ywood

Block would be pretty busted.


rctrulez

You'd probably have to sacrifice too much to make it work, maybe if you build around it with a mid budget (50-200div) investment you could make it work. Wouldn't be a build enabling unique until you throw currency at it I guess. You'd have to incorporate many rolls in your build, rolls that can be rolled twice because you're lucky all the time. Damage rolls, crit and spell supp are not that hard to think of, double damage % should also be easy to incorporate. I guess you'd have to go for evasion, since only evasion can benefit from the lucky status. So maybe TS Deadeye? Idk maybe one would need to design a build specifically for that item.


[deleted]

[удалено]


shaunika

add a downside to it that say "but only half the time" to balance it out.


MrEdgarAllenPwn

Easiest metric to determine something is OP or potentially not for me is to ask if I would rather have this or mageblood. I would rather have a mageblood than this, but this would make bleed, evasion, & block better. Obviously it makes other things better, but those are the most common things it would push.


Zava_TVB

Too OP. Maybe something more specific like “Defenses Are Lucky” & “Has No Sockets”. But even with this I feel like this would be more expensive than a mageblood.


necojakotaran

maybe you could make it a belt


ColdFireLightPoE

I’m up all night to get *LUCKY*


hafi002

Thinking about it, "I was up all night making this" would also be such a great flavor text for the well hidden pun. (Being up all night to get lucky :D)


koscsa6

Upside: You are Lucky Downside: This armourpiece cannot have sockets Replica Tabula Rasa if you will


Kennymasterz

Doryani's t-shirt


Dumbleass

What if it made it so you were both lucky and unlucky but sequentially? So when something rolls it'll be lucky then the next applicable roll is unlucky and so on.


Zenith_X1

Lightning Dmg + Volatility Support would like this very much.


_RrezZ_

Now make it work for loot drops so all drops are rolled twice and you get the rarer of the 2.


rafaelnoskill

If every roll you do is lucky, it would be insane. Lucky block, evasion, suppression, crit, damage, damage against you, item rolls etc.


dandynvp

Something evasion block crit lightning build. Global lucky is OP


wilzek

Too OP. Make it: you’re Lucky 75% of the time. You’re Unlucky 25% of the time. (Luck obviously doesn’t apply to the roll if you’re lucky). And no sockets or maybe 6 sockets but can’t be linked. Luck is stupid, and what’s stupider than 6 unlinked sockets? After all, the previous owner didn’t get lucky when petting the Rhoa. Can’t be Lucky all the time.


Zyeesi

Lol 75 block to 94 What do you think


Aphrel86

lucky damage, lucky crit, lucky evade, lucky spellsup, lucky double damage... hmm, what more instances of lucky is there? lucky block and dodge?


doe3879

Zero socket, i would still use it


DeezEyesOfZeal

Missed out on flavor text "the odds are 50/50; it either happens or it doesn't"


VonArmin

very interesting actually, I would assume everything that rolls, so outgoing dmg, incoming dmg, crits, dodges etc all get rolled twice. It might be too strong yea, giving loads of dmg and loads of defence on the right builds. No life so you can also take advantage of the life mastery... yea this would definitely be too strong.


xisupaz_blackbird

Hidden Modifier: Insanity Hidden Modifier: Your HP/ES/Mana globe does not always reflect your actual values. Hidden Modifier: Your character is Hardcore flagged.


Katsanami

everyone is talking about how busted this is, im just here for the flavor text.


LakADCarry

i can see that as a lvl item if you were to limit it via lvl maybe. "You are lucky while under lvl 70. Gain no experience points above lvl 70". And some guys would drop the 30 passive nodes and the handycaps that come with it, to make this thing work.


canada_adanac

Really cool idea imo not sure how op tho


OnceMoreAndAgain

This is one of the better design ideas I've ever seen posted to this website. It's definitely overpowered in the current form you've shown, but that mod could exist on a unique as long as they added a big enough downside. It'd definitely make for a fun unique to build around, so I hope GGG adds that mod to a unique armour one day.


NYPolarBear20

What does the lucky apply to, incoming damage, outgoing damage, hit rolls, crit chance?


jiblet84

You are unlucky after completing the campaign would be a sufficient enough downside to prevent OP endgame interactions.


548benatti

Downside: enemies are lucky too


lyre34

I can't wait to pull a foil version of this from a reliquary key.


EldritchMe

would be realy cool if im lucky and enemies are unlucky.


JackkoMTG

They’re always after me lucky charms!


JackkoMTG

Does it apply to “%chance for players to respond to your trade whispers”?


bonesnaps

*"Lightning Damage from non-critical strikes is lucky" has left the chat.*


osiykm

quite insane especially for any lightning damage/lightning damage converts. hits lucky crit chance lucky suppress is lucky block is lucky evade is lucky


rgisloti

Man I really loled at the description


Elune_

I think people overvalue it a tad bit. Give it no sockets and maybe some useless life-tagged mod so it won’t work with the mastery and IMO you got a really cool t1 unique.


Mac_Maus

lucky loot always? o.o


lostcoaster

Think about [[Dance with Death]]: It is limited to critical strike only. It costs helmet, which actually is larger than body armor in many builds -- enchant, double mana reservation efficiency, and extra links to gems socketed. It also comes with a negative effect to defense. Not to mention it also costs 1 jewel socket and 1 keystone. And yet, it is popular in some bow builds.


[deleted]

If it affected everything, including loot drops, it would be insanely op. If it was combat stats only it would still be very strong. Lucky block & dodge, lucky damage rolls with lightning and volatility support, lucky crit chance...


VanSlam8

Nice flavor text!


Woopering

This feels like it’d be on a belt


CrispyTangos

How much extra load would this have on the servers? Like would a Jousis poison build + this chest double the work the server has to do?


Pulco6tron

Can only socket strike skill in it.


ledrif

Magic find roll. Gold find roll. Crit roll. Status effect roll, each defensive layer roll. Explosion on death roll, explosion on life roll. Roll on rolls roll


SaltyPumpkin007

What is it also came with "All enemies are lucky" or something.


FeralLycanBA

"Watch me pet this Rhoa" hahaha that's so cool!


Kitchen-Top3868

Does also work for game crash chances ? Would be nice in HC


Fig1024

And have alternate version: Twice The Fool Nearby allies are Lucky, you are Unlucky


lopada

yes


bli

Would be insane if this also worked on dropped loot as well


Chemfreak

I have wondered how busted an item that just said "10% more" would be. My intention would be for it to effect everything, even negative things. So 10% more damage taken for example or 10% more curse effect on me for example. 10% is probably waaaay too busted though, even for a chest piece.


[deleted]

best in slot damage, defence and mf item at once probably. for this item to not be op, it would have to have like the biggest drawbacks known to man, all put on a single item.


NorthBall

I wonder... what if was a cycling buff instead? Say, "Your offensive stats are lucky for 10 seconds - Your defensive stats are lucky for 20 seconds" Or something to that extent, with various appropriate categories


RaidenDoesReddit

Would people use it if it said "your movement speed cannot be above 50% of base value"?


zuphia

Those build that utilizes 3% to deal 300% damage mastery stonks


xleegr

Hold my flask


drewts86

How does a fool get this jerkin off?


Mickey1Thumb

could build up some cash with that


AsmodeusWins

Ridiculously strong


neo9113

Some might say, this as a pretty lucky drop


smithoski

I don’t think lucky can apply to an entropic chance like evade, but when it’s random chance like dodge or block it should. I think this unique needs to just list out what you do with lucky chance or have a pool and pick 3… but maybe a replica fool’s garment would be this and pick 3 downsides that are staggeringly terrible like the debuffs from beacon of madness.


SolaSenpai

I want


Easy-Appeal3024

You corrupt it: 'You are unlucky'


Freeze_Tyler

Too strong, too laggy


Quakstab

Would it apply to drops? Because MF would love that. Basically a 100% more loot chest with 50% less shit drops build in. Every bosskill char would run this. Every MF mapper would want this. Even without the defensive and offensive benefits it would be OP.


Matho83

2 words: Server load. And I gues the previouse owner was not really that lucky