The visual cheat sheet · build 6742

Lucky Shot.
Meet the defenses.

Extra damage or armor piercing? Change the enemy’s defenses. See what survives.

6,400 Souls eachUnupgraded items
01

Two different jobs.

Lucky adds a packet. AP replaces a damage amount.

Lucky Shot

Bonus damage
25%
proc chanceNot one guaranteed proc every four shots.
Bullet+100% bonus
+30% ammoOne roll per shot, not per pellet.

Armor Piercing

Damage replacement
55%
proc chanceNot 55 percentage points of armor shred.
Reduced hit→Restored report
+8% weapon damage+60% bullet velocity
Bonus ≠ Pure damage.Lucky’s traced packet still reaches Bullet defenses. A universal armor bypass is not established.
02

Build the enemy.

Resistance shrinks hits. Deflection stops hits. Reflection sends damage back.

Interactive comparison

What gets through?

Conditional model Unresolved proc interactions appear as shaded what-if ranges—not proven bounds.
Enemy defenses Toggle to compare

30 main-hit threshold · 50 proc threshold. Nested checks, not two rolls.

+10% Bullet Resist affects this chart. Reflection goes back to the shooter.

Can stop the main hit. Proc survival remains unresolved.

Example: 20% less after armor. Not 20 points of armor.

A separate later layer. Two 20% layers leave 64%, not 60%.

40% Resist at cursor
Extra normalized damage / 1,000 Souls010203040500%20%40%60%80%Bullet Resist · fixed 0–80% view
━ Lucky Shot━ Armor Piercing
Equal 6,400-Soul purchases. Fixed axes. Normalized body shots—not DPS.
Model result
Lucky Shot150.04.7 extra / 1k Souls
Armor Piercing170.67.9 extra / 1k Souls

AP leads these scenarios

Damage per normalized shot. Lucky bonus takes armor in this scenario.
Follow the ordinary bulletNo proc · expected values
01 · Before defenses200.0
02 · After armor120.0
03 · After reductions120.0
04 · After deflection / evasion120.0
Model assumptions & exact comparison table

Solid-line scenario

Procs require an unevaded, unmarked hit. Plated thresholds are modeled as 70% main-hit availability and 50% proc availability; those frequencies are not measured. Reductions remain on all damage. Evasion is assumed independent of Plated.

Dashed-line scenario

Lucky’s bonus survives evasion and deflection, but still takes the selected reductions. A rolled AP hit restores the unresisted report after those defenses and reductions. This is a sensitivity endpoint, not verified immunity.

B = 100 × (1 + weapon bonus / 100); AP adds 8 to B, not 8% of an already-buffed gun. Nominal proc rates: 25% Lucky, 55% AP. Efficiency = (item result − defended no-item baseline) ÷ 6.4. Return Fire combines its 10% passive resistance by remaining fractions: 40% other Resist becomes 46%, not 50%. Do not include it in the other-resistance input twice.

Generic reduction sliders represent already-combined eligible effects. Reflection is a separate outgoing-to-incoming damage path; the chart does not subtract 65% from enemy damage or price your lost health. No shields, immunity, hero packets, headshots, upgrades, falloff, ammo/reload value or final HP rounding. Shading is neither a confidence interval nor a proven bound. Full formulas are in the research note.

Current defenses and Lucky assumption · extra normalized damage / 1,000 Souls
ResistLuckyAP
0%7.81.3
20%6.34.6
40%4.77.9
60%3.111.2
80%1.614.6
03

Not all stacks are alike.

Weapon stats and separate damage packets take different routes.

Haze · Fixation

A separate packet.

Gun hit+Stack damage

Fixation emits its own Bullet damage. Lucky has a recovery callback that may interact with it.

Exact ordering unresolved. Not proof of double stacks.
Vindicta · Kill bonus

A stronger gun.

Kill stacks→Weapon damage ↑

Kill stacks feed weapon damage. That is not a special Lucky-only multiplier.

Flight’s Spirit damage is a separate channel.
Drifter · Hunger

Stats, then damage.

Kill / assist→Weapon damage ↑

Hunger’s kill bonus feeds weapon damage; isolation amplification is separate.

Do not count the same stack bonus twice.
Evidence check

A model, not a match test.

Build 6742 settings + selected static code paths. Defense interactions shown as scenarios where ordering is unresolved.

Sources, formulas & remaining unknowns

Frozen build 6742 / revision 11077051, dated October 2, inspected October 3, 2026. Authored declarations establish item settings; hash-bound static inspection establishes selected packet and defense stages. No game or server was run, and no independent live-game measurement is claimed.

Lucky creates a bonus packet and has a matching-shot recovery path for the no-proc marker. AP can replace processed damage with an after-buff report. Plated uses nested thresholds and a consumed shot identifier. These facts do not establish every combined event sequence.

Unresolved: full evasion-to-proc eligibility, Plated/Lucky recovery order, AP replacement against other defenses, Fixation ordering, Return Fire’s reflected damage basis and attacker mitigation. Shaded chart regions show two explicit what-if outcomes, not confidence intervals or proven bounds. No precise purchase breakpoint is claimed.

Curated evidence and all model equations: research note. The chart excludes upgrades, headshots, falloff, shields, immunity, extra hero packets, joint-item correlation, ammo/reload value and exact integer HP mutation. Website tests validate the interface and algebra, not gameplay.