# Lucky Trait

Coolseb
Member Posts:

**139**
Hi there!

I really need to complete informations I found that seem to be too much old.

Could anybody send me an updated list of survivors, weapons & suit traits affected by lucky trait?

I need to make sure.

And about the hero leader traits, I think that those of Riot Gear Glenn and huntsman Daryl are also affect by.

Can anybody help me?

I really need to complete informations I found that seem to be too much old.

Could anybody send me an updated list of survivors, weapons & suit traits affected by lucky trait?

I need to make sure.

And about the hero leader traits, I think that those of Riot Gear Glenn and huntsman Daryl are also affect by.

Can anybody help me?

0

## Comments

4,501https://forums.nextgames.com/walkingdead/discussion/comment/297388/#Comment_297388

TJS - Member of W-SNation Wars 🇦🇺 Australian Team Captain1393,1081393,1081391,1076,251#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)Are you Lost? Alone? Looking for a killer team to have your back?

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492I do have a question since we’re on the RGG topic now. @Fluxxx

What exactly determines his trait. It says an “x%” chance to gain some or all charge points at the start.

Is it an rng percentage that they 1. Will or will not start with anything. 2. Then if they do, it’s another rng percentage to if it’s one charge point or full charge points, ect?

Just seems worded differently other then the usual “x% to start fully charged or x% to start with a charge point.

412Some people are so inconsiderate!

1,425RNG 1: 70% change to gain some or all, 30% chance to gain nothing; if nothing then STOP; If some or all then RNG 2

RNG 2: Determines whether it is 1, 2 or 3 charge points

What I haven't seen for RNG 2 is the % chance breakdown. If the survivors weapon needs 2 charge points is it 50% chance for 1, 50% chance for 2? If need is 3 charge points is it 33.3% chance for 1, 33.3% for 2 and 33.3% chance for 3?

@Fluxxx care to comment on how RNG works in terms of distribution of charge points?

492> (Quote)

> If RGGs LT is 70% chance to gain some or all charge points (Level 7 trait) then it works this way:

>

> RNG 1: 70% change to gain some or all, 30% chance to gain nothing; if nothing then STOP; If some or all then RNG 2

> RNG 2: Determines whether it is 1, 2 or 3 charge points

>

> What I haven't seen for RNG 2 is the % chance breakdown. If the survivors weapon needs 2 charge points is it 50% chance for 1, 50% chance for 2? If need is 3 charge points is it 33.3% chance for 1, 33.3% for 2 and 33.3% chance for 3?

>

> @Fluxxx care to comment on how RNG works in terms of distribution of charge points?

This was basically my question but worded way better lol.

1,4256,251If it's 70% chance on a 3-point charge weapon then...

Charge point #1 70% chance of gaining +1 charge

Charge point #2 70% chance of gaining +1 charge

Charge point #3 70% chance of gaining +1 charge

I mean that just seems so much simpler?

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4121,1324121,107So we have the initial roll of, let's say, 70% that is displayed on RGG's LT. If this roll turns out positive, then there's a cluster of 2-3 rolls (depending on the number of charge points).

In this cluster, each roll has the same percentage as RGG's LT, so: For the curious ones, right now this cluster of rolls can't be affected by external modifications (such as Lucky) because of the way it's set up in the code - so even when Lucky does affect the main roll of RGG's LT, these rolls will not be boosted.

2,065There is a 70% chance at 1 point, but 2 points is a little smaller chance and 3 points the least chance?

1,132REALLYsure it works like this? Because I think that's not what people have been seeing. Basically you are saying the mechanic is the same as for the radio calls ("% apply for each card separately").If we take a lower RGG level, like level 5 where it is 55%, that would mean that there is only a 16,6% chance to get 3 charge points (0.55^3), and since it only triggers 55% of the time it means an assault would be fully charged 10% of the time.

It also means that there is a significant chance (9.1% if the chance is 55%) that none of the charge points activate, even if the trait does activate.

1492,065A that make sense.

Then all you do need to consider is that there is a overruling chance of 30% that this party stops before it begins.

So multiply all values by 0.7 and add 0.3 to the chance at 0

That is very interesting. 0 and 2 charge points are the biggest chance, then getting 3 is also a good chance and finally the least chance is in fact getting only 1.

2,065That does seem a bit off.

149What do you feel from experience in actual gameplay?

Should be easy to test too with 10 scavenge or challenge missions.

2,065Then the 2 rolls after have the percentage.. Right?

1,4252,065Well, fluxx said. After initial chance there come 3 rolls. All 3 could potentially be negative, leaving zero.

1,425If this roll turns out positive, then there's a cluster of 2-3 rolls (depending on the number of charge points).I read that as meaning if there are 2 charge points then 2 rolls (either 1 charge point or 2) and if there are 3 charge points then 3 rolls (either 1, 2 or 3 charge points). For 0 to be an option there would have to be 4 rolls for weapons with 3 charge points. Correct?

2,065If this roll is positivethen 2 or 3 more