關於a series overview,參見Luck。
SPECIAL
幸运(辐射4)
FO4
辐射4
修饰
Critical Hit recharge rate in V.A.T.S.Ability to acquire a perfectly preserved pie from Port-A-Diners
相关辅助能力
Better CriticalsBloody MessFortune FinderFour Leaf CloverGrim Reaper's SprintMysterious StrangerScrounger
“Luck is a measure of your general good fortune, and affects the recharge rates of critical hits.”
Luck is one of the seven primary statistics in the SPECIAL system 在辐射4 .
目录
1 Overview
1.1 Critical Hit recharging
2 Modified statistics
3 Luck-based perks
4 Ways to increase Luck
5 Ways to decrease Luck
6 Gallery
7 Video
Overview[]
In Fallout 4, Luck primarily determines the rate at which successful attacks in V.A.T.S. recharge the Critical Hit meter. It can indirectly improve how much caps and ammo one finds through one of two associated Luck perks (see below).
Luck also affects the chance to obtain a perfectly preserved pie from a Port-A-Diner, wherein the lower the Luck stat, the less likely a given attempt will succeed and potentially requiring multiple attempts.
Having high Luck decreases the chance of receiving a permanent -10 HP debuff when attacked by the diseased mole rats inside the secret wing of Vault 81 during the side quest Hole in the Wall.
During the "Mister Gutsy's Curfew" random encounter, after the fourth or fifth sequence of choosing the "Will you comply?" dialogue option that causes the Mister Gutsy to repeat its own question, having Luck 7 or higher will cause the robot to go into meltdown and self-destruct; Luck 6 or lower causes it to turn hostile and attack.
Critical Hit recharging[]
This table lists the number of successful hits in V.A.T.S. required to completely fill the Critical Hit meter at different Luck values without any secondary factors like perk effects or legendary weapon effects.
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
This table lists the number of successful hits in V.A.T.S. required to completely fill the Critical Hit meter at different Luck values and using a weapon with the Lucky weapon effect (temporary +2 Luck when equipped).
Luck
Hits required
1-2
5
3-8
4
9-19
3
20-52
2
53+
1
This table lists the number of successful hits in V.A.T.S. required to completely fill the Critical Hit meter at different Luck values and with the active effects of the Isodoped companion perk (requires ~250 rads).
Luck
Hits required
1
12
2
10
3
8
4-5
7
6-7
6
8-9
5
10-14
4
15-23
3
24-51
2
52+
1
This table lists the number of successful hits in V.A.T.S. required to completely fill the Critical Hit meter at different Luck values and using a weapon with the Lucky weapon effect (temporary +2 Luck when equipped) and with the active effects of the Isodoped companion perk active (requires ~250 rads).
Luck
Hits required
1-4
4
5-13
3
14-41
2
42+
1
Conclusion
Using a Lucky legendary weapon with the Isodoped companion perk active, at a minimum 14 Luck allows for filling the Critical Hit meter in a minimum of two successful hits in V.A.T.S. Without a Lucky legendary weapon, one would require 24 Luck to fill the meter in the same two shots. It appears that the effect of the Isodoped companion perk is to apply *1.2 to the per-hit gain of attacks in V.A.T.S. while the Lucky legendary effect adds +15% to the per-hit gain of the Critical Hit meter.
Modified statistics[]
Recharge rate of Critical Hits
Luck-based perks[]
Perk
Rank
Requirement
Level
Additional Requirements
Effects
Fortune Finder
1
LCK 1
—
—
All eligible containers have a 40% chance to spawn bottlecaps.
2
LCK 1
5
Fortune Finder 1
All eligible containers have a 70% chance to spawn bottlecaps.
3
LCK 1
25
Fortune Finder 2
All eligible containers have a 100% chance to spawn bottlecaps.
4
LCK 1
40
Fortune Finder 3
Killing an enemy has a 7% chance to perform a "money shot" and explode them in a shower of bottlecaps.
Scrounger
1
LCK 2
—
—
All eligible containers have a 40% chance to spawn ammunition (level-dependent)
2
LCK 2
7
Scrounger 1
All eligible containers have a 70% chance to spawn ammunition (level-dependent)
3
LCK 2
24
Scrounger 2
All eligible containers have a 100% chance to spawn ammunition (level-dependent)
4
LCK 2
37
Scrounger 3
The last shot of a ranged weapon's ammo capacity has a 5% chance to generate an additional max-capacity amount of its ammunition type in the inventory.
Bloody Mess
1
LCK 3
—
—
+5% increased damage dealt to enemiesChance to violently explode an enemy's body when killing them.
2
LCK 3
9
Bloody Mess 1
+10% increased damage dealt to enemies.
3
LCK 3
31
Bloody Mess 2
+15% increased damage dealt to enemies.
4
LCK 3
47
Bloody Mess 3
Exploding an enemy's body will cause nearby enemies to instantly explode to death too.
Mysterious Stranger
1
LCK 4
—
—
Marked attacks in V.A.T.S. has a 10% to cause the Mysterious Stranger to appear and attack the marked enemy.
2
LCK 4
22
Mysterious Stranger 1
The Mysterious Stranger has a 12% chance to appear in V.A.T.S.
3
LCK 4
41
Mysterious Stranger 2
The Mysterious Stranger has a 14% chance to appear in V.A.T.S.Chance of filling the Critical Hit meter when the Stranger kills an enemy.
4
LCK 4
49
Mysterious Stranger 3Nuka-World add-on
Higher chance of filling the Critical Hit meter when the Stranger kills an enemy.
Idiot Savant
1
LCK 5
—
—
Random chance to trigger a "bright idea" and receive 3x XP gain from eligible sources, increased by having low Intelligence (maximum of 11% chance).
2
LCK 5
11
Idiot Savant 1
"Bright ideas" garner 5x XP gain from eligible sources.
3
LCK 5
34
Idiot Savant 2
"Bright ideas" grant a temporary bonus of 3x XP gained from killing enemies for 1 in-game minute.
Better Criticals
1
LCK 6
—
—
Critical Hits deal 50% more damage.
2
LCK 6
15
Better Criticals 1
Critical Hits deal 2x damage.
3
LCK 6
40
Better Criticals 2
Critical Hits deal 2.5x damage.
Critical Banker
1
LCK 7
—
—
Ability to "bank" an additional Critical Hit (total: 2) after filling the Critical Hit meter in V.A.T.S.
2
LCK 7
17
Critical Banker 1
Ability to "bank" an additional Critical Hit (total: 3) after filling the Critical Hit meter in V.A.T.S.
3
LCK 7
43
Critical Banker 2
Ability to "bank" an additional Critical Hit (total: 4) after filling the Critical Hit meter in V.A.T.S.
4
LCK 7
50
Critical Banker 3Far Harbor add-on
Ability to "bank" an additional Critical Hit (total: 5) after filling the Critical Hit meter in V.A.T.S.
Grim Reaper's Sprint
1
LCK 8
—
—
Killing an enemy in V.A.T.S. has a 15% chance to restore maximum AP.
2
LCK 8
19
Grim Reaper's Sprint 1
Killing an enemy in V.A.T.S. has a 25% chance to restore maximum AP.
3
LCK 8
46
Grim Reaper's Sprint 2
Killing an enemy in V.A.T.S. has a 35% chance to restore maximum AP and fill the Critical Hit meter.
Four Leaf Clover
1
LCK 9
—
—
Successful hits in V.A.T.S. have an 8% chance to fill the Critical Hit meter.
2
LCK 9
13
Four Leaf Clover 1
Successful hits in V.A.T.S. have a 10% chance to fill the Critical Hit meter.
3
LCK 9
32
Four Leaf Clover 2
Successful hits in V.A.T.S. have a 12% chance to fill the Critical Hit meter.
4
LCK 9
48
Four Leaf Clover 3
Successful hits in V.A.T.S. have a 14% chance to fill the Critical Hit meter.
Ricochet
1
LCK 10
—
—
Enemy ranged attacks have a 1% chance for automatics and 5% chance for non-automatics to ricochet and instantly kill the attacker when at 10% or lower of maximum HP.
2
LCK 10
29
Ricochet 1
Enemy ranged attacks have a 2% chance for automatics and 7% chance for non-automatics to ricochet and instantly kill the attacker when at 10% or lower of maximum HP.
3
LCK 10
50
Ricochet 2
Gain a chance to fill the Critical Hit meter when an enemy is killed by a ricochet.
Ways to increase Luck[]
Permanent
Level (+1)
Luck bobblehead (+1)
You're SPECIAL! book (+1)
Perks
Mysterious Stranger (rank 3 & 4) - When the Stranger kills an opponent in VATS, there is a low/() high chance the Critical Meter gets filled
Critical Banker - When the Critical Meter is filled, 1/2/3/() 4 Critical Hit(s) will be "banked" and saved for later use
Grim Reaper's Sprint (rank 3) - Each kill in VATS has a 35% chance to refill Action Points and fill the Critical Meter
Four Leaf Clover - Each hit in VATS has a chance of filling the Critical Meter
Ricochet (rank 3) - When an enemy's shot ricochets and kills them, there is a chance for the Critical Meter to be filled
Isodoped - The Critical Meter is filled 20% faster when the player has 250 or more rads (requires max Affinity with John Hancock)
Temporary
Armor and clothing
Atom Cats jacket and jeans (+2)
Colorful undergarments (all variants) (+2)
DB Tech varsity uniform (+2)
Greaser jacket and jeans (+2)
Battered fedora (+1)
Beaded blazer (+1)
Black prospector's hat (+1)
Bottle and Cappy shirt & jeans (+1)
Bottle shirt & jeans (+1)
Cappy shirt & jeans (+1)
Chef hat (+1)
Crumpled fedora (+1)
Dirty fedora (+1)
Furry pants & T-shirt (+1)
Furry undergarments (+1)
Gray knit cap (+1)
Mason's outfit (+1)
Nuka-World geyser shirt & jeans (+1)
Nuka-World shirt & jeans (+1)
Patchwork sweater & shorts (+1)
Prospector's hat (+1)
Ripped shirt & socks (+1)
Triggerman bowler (+1)
Undershirt & jeans (+1)
Yellow slicker hat (+1)
Legendary armor effects
Lucky (+2)
Unyielding (+3 when at or below 25% of max HP)
Consumables
Chems
Calmex Silk (+3)
Day Tripper (+3)
X-cell (+2)
Food
Seasoned rabbit skewers (+1)
Perks
Party Boy/Girl (rank 3) - Consuming alcohol grants +3 Luck (Effect stacks; for example, drinking rum followed by vodka grants +6)
Live & Love #6 - Gain +1 Luck when consuming alcohol while traveling with a companion (stacks with Party Boy/Girl rank 3)
Settlement objects
Slot machine (prototype) (grants Luck Boost, can be replaced if other stat-boosting objects are used) (+1)
Throwables
Lucky Rabbit's Foot (+3)
Ways to decrease Luck[]
Temporary
Day Tripper addiction (-1)
X-cell addiction (-2 all stats)
Tattered rags (-1)
Gallery[]
Fallout 4 loading screen
Video[]
Fallout 4 Luck promotional video
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