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does luck help you in the casino?
does luck help you in the casino?
does luck help you in the casino?
just wondering :) ive probably been told before but cant remember lol.

Will.
Sure luck helps, like in everything else. Where I come from there is a saying, roughly translated as 'better to be born without a member than without luck'.

Only, it has nothing to do with the Larki luck attribute. Wouldn't be fair, with all the dough diggers amass anyway.
Oi!  The luck attribute effects everything in this game EXCEPT the casino.

-RTD
Everything? I read the forum 
a lot
 (where exact formulae can be found, of course, not going into that now) and deem none of the last six depend on luck, but for the sake of having it all at one place..

So to recapitulate, luck does play part in:
- digging (success rate + diggable items)
- damage dealt (reduced scatter)
- first hit in combat
- hp and mp increase at leveling
- robbing
- stealing
- resistance to PvP stealing
- catching monsters
- tendency to receive calamities
- successful healing in a temple (wheel?)
- running away from monsters (?)
- stat questions in missions

How about:
- rate of monster encounter (less for low rank, more for aggressive)
- PvP possibility
- intervals at which (regular) shovels break, satchels, hulls, maps wear off
- avoiding labyrinth traps
- balloon rewards
- (any) potion efficiency?

Anything else?

Tx, EG
most of what i'm about to say is just based on my experience, informal tests, and what i've heard from people, based on either their experience or informal tests.

- digging (success rate + diggable items)... yes
- damage dealt (reduced scatter)... i hadn't heard this before (i've heard intelligence does this), but now that you mention it, it's likely luck has a small effect here too
- first hit in combat... it seems luck has the ability to increase your 'speed' a little bit, whether in pvp's or against monsters
- hp and mp increase at leveling... yes, so i've heard/seen
- robbing... yup
- stealing... from people, yes.  drop-down stealing, it appears to have absolutely no effect.
- resistance to PvP stealing... haven't really checked or heard about this, though i will say my digger often gets stolen from when he walks through cc, and he's fairly high in luck
- catching monsters... it appears so, though this could just be psychological, or it could help a little bit, but appears more because of psychological effects.
- tendency to receive calamities... yes, pretty sure this can get significant with high luck
- successful healing in a temple (wheel?)... no idea, haven't checked
- running away from monsters (?)... been so long since my digger's been near monsters, i don't really know
- stat questions in missions... if they're testing luck, obviously, but i don't think luck helps against other stat test quesetions
- rate of monster encounter (less for low rank, more for aggressive)... yes, it seems higher luck means "shy" and "god" are more effective in what you want them to be
- PvP possibility... not sure (assuming you mean the ability to start a pvp)
- intervals at which (regular) shovels break, satchels, hulls, maps wear off... interesting thought, though i'm not sure
- avoiding labyrinth traps... i always thought they matched stats similar to house traps or to mission stat questions, but i could be wrong here
- balloon rewards... i doubt it has much, if any effect (though it is possible)
- (any) potion efficiency?... if you mean healing potions (md, rd, aqua dei, mobilidoxin, etc), it seems they're all set values (120% hp's taking disease into effect, 100% hp's disease has no effect, heal all calamaties, heal 5 paralysis, etc)... but if you mean mana potion (or xmp), it could affect those.

>Anything else?
when i first read this post, i had thought of one or two more things to mention, but now that i've gotten through replying to it all, i can't seem to remember!

--jason
Jason, I believe one of my characters got himself killed just by the traps in a labyrinth, and the resulting message was something to the effect that I should get more of the luck attribute.

Tad
I can add a few things...

> - catching monsters... it appears so, though this could just be psychological, or it could help a little bit, but appears more because of psychological effects.

Absolutely makes a difference.  Prospector (265 luck and 2 monstology) can catch monsters easier than Callum (1 luck and 2503 monstology).  It's so effective that all of my diggers have used monstology as a combat technique in missions even though they have little or no Monstology skill.  Catch an invincible monster, then "accidentally" release him while trying to catch the next monster.

> - running away from monsters (?)... been so long since my digger's been near monsters, i don't really know

Absolutely.  It even tells you something to that effect... "you were lucky, you escaped".

> - rate of monster encounter (less for low rank, more for aggressive)... yes, it seems higher luck means "shy" and "god" are more effective in what you want them to be

Absolutely.  This was highly used (abused?) when what'sits were dropping on TA.  Propsector and Prospector Jr could each gain over 200 what'sis per day of clicks: 1 click to rest, 1 click to attack the scientist that showed up (either never failed, or failed so incredibly rarely that I never noticed), 1 click to kill it with ranged, 1 click to leave the combat.

> - intervals at which (regular) shovels break, satchels, hulls, maps wear off... interesting thought, though i'm not sure

No difference that I've noticed as far as shovels go... and I have been paying attention.

Sandy
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