Lucky Trait
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?
Comments

TJS  Member of WSNation Wars 🇦🇺 Australian Team Captain


+ riot gear glens trait and I assume huntmans Daryl's chance of not triggering humans in overwatch...

It seems to be logic, @Firekid. That's why I'm asking. 😉

@coolseb, for some reason I only read half your post! Sorry about that although I can confirm I asked about riot gear glen not long ago and his trait is definitely affected by luck.

And that seems logic as Huntsman Daryl's one could seem logic too as well

Hey guess what? It was confirmed that RGG's leader trait is NOT affected by luck and never has been. If I had known that, I would have rerolled IS off Morgan first. Thanks NG.

Yeah that was a shocker
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First off, thanks for looking into it and fixing it! You guys are awesome.
I 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. 
Don't be a d*** @TWDaddiction . Fluxxx finally had a chance to go enjoy quarantine mojitos in front of the TV, but now he has to lock himself in a tiny room, digging through all the code archives for ANOTHER week to find your answer.TWDaddiction said:First off, thanks for looking into it and fixing it! You guys are awesome.
I 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.
Some people are so inconsiderate! 
If RGGs LT is 70% chance to gain some or all charge points (Level 7 trait) then it works this way:TWDaddiction said:First off, thanks for looking into it and fixing it! You guys are awesome.
I 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.
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? 
> @Cronus said:
> (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. 
I figured as much. Wanted to make it multiple choice for @Fluxxx . Especially after him having a couple of Mojitos.TWDaddiction said:> @Cronus said:
> (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. 
I always assumed each point had X% chance of activating individually?
If it's 70% chance on a 3point 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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It's all kind of irrelevant if you arrive at the same answer and it's not affected by lucky. But it all boils down to what was easier to code. One benefit to Cronus' method is that you have one "variable" roll that is determined by the Trait level and then the rest happen the same regardless (dependent on how many charge point slots there are, of course). Nothing wrong with ATLASZ's method either, although it makes me curious how they coded the "lookup" for number of Charge point slots, since they can even change during events.

It was definitely confirmed by fluxxx or someone that it works like Cronus said. So it’s one roll to activate, and if it activates there’s an even chance for the amount of charge points.Ingame username: Jubjab

Then it will also make it easier to implement calculation for the Lucky interaction that they're working on as it only has to modify that first roll.Burmeliinis said:It was definitely confirmed by fluxxx or someone that it works like Cronus said. So it’s one roll to activate, and if it activates there’s an even chance for the amount of charge points.

The way it works right now is close to what @ATLASZ said.Cronus said:
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?
So 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 23 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.ATLASZ said:I always assumed each point had X% chance of activating individually?
If it's 70% chance on a 3point 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

If I understand correctly.
There is a 70% chance at 1 point, but 2 points is a little smaller chance and 3 points the least chance? 
Are you REALLY sure 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").Fluxxx said:
So 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 23 rolls (depending on the number of charge points).
In this cluster, each roll has the same percentage as RGG's LT, so:
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.Ingame username: Jubjab 
My interpretation is different. If the rolls are independent, then we have:jimmorrison369 said:If I understand correctly.
There is a 70% chance at 1 point, but 2 points is a little smaller chance and 3 points the least chance?

@Grady
A 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.


But is there really an overruling chance of failing? Maybe the NG staff interpreted their code wrong.
What do you feel from experience in actual gameplay?
Should be easy to test too with 10 scavenge or challenge missions. 
I guess it would make more sense if the initial roll gives at least 1 charge point.
Then the 2 rolls after have the percentage.. Right? 
Not sure I understand something. Once the LT on the roll comes back positive then 0 charge points can no longer be considered. You will get 1, 2 or 3 charge points. So at the "70% at happening" column the value can't exceed 30% for 0 charge points. Am I thinking incorrectly here?jimmorrison369 said:@Grady
A 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. 
@Cronus
Well, fluxx said. After initial chance there come 3 rolls. All 3 could potentially be negative, leaving zero. 
I went and reread what Fluxx wrote before my post and interpreted his words differently:jimmorrison369 said:@Cronus
Well, fluxx said. After initial chance there come 3 rolls. All 3 could potentially be negative, leaving zero.
If this roll turns out positive, then there's a cluster of 23 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? 
That is 4 rolls. First one If this roll is positive then 2 or 3 moreCronus said:
If this roll turns out positive, then there's a cluster of 23 rolls (depending on the number of charge points).
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