The visual cheat sheet · build 6742
Lucky Shot.
Meet the defenses.
Extra damage or armor piercing? Change the enemy’s defenses. See what survives.
Two different jobs.
Lucky adds a packet. AP replaces a damage amount.
Lucky Shot
Bonus damageArmor Piercing
Damage replacementBuild the enemy.
Resistance shrinks hits. Deflection stops hits. Reflection sends damage back.
What gets through?
AP leads these scenarios
Damage per normalized shot. Lucky bonus takes armor in this scenario.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.
| Resist | Lucky | AP |
|---|---|---|
| 0% | 7.8 | 1.3 |
| 20% | 6.3 | 4.6 |
| 40% | 4.7 | 7.9 |
| 60% | 3.1 | 11.2 |
| 80% | 1.6 | 14.6 |
Not all stacks are alike.
Weapon stats and separate damage packets take different routes.
A separate packet.
Fixation emits its own Bullet damage. Lucky has a recovery callback that may interact with it.
Exact ordering unresolved. Not proof of double stacks.A stronger gun.
Kill stacks feed weapon damage. That is not a special Lucky-only multiplier.
Flight’s Spirit damage is a separate channel.Stats, then damage.
Hunger’s kill bonus feeds weapon damage; isolation amplification is separate.
Do not count the same stack bonus twice.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.