Mechanic

Unlucky

An Unlucky value is rolled twice and the worse result is used. The modifier affects only the named roll, such as enemy Hit damage, Physical Hit damage, Lightning Hit damage, Critical Hit chance, or Evasion chance.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Unlucky does

Current rules

For defensive wording such as Damage of Enemies Hitting you is Unlucky, each eligible enemy Hit rolls its damage twice and uses the lower result. It does not make the enemy's Accuracy or Critical Hit chance Unlucky unless those rolls are named separately.

Roll twice, keep the worse result
Unlucky repeats the affected roll once and uses the result that is worse for the entity receiving the Unlucky modifier.
Defensive damage wording lowers the incoming roll
When Damage of Enemies Hitting you is Unlucky, the enemy's eligible Hit damage is rolled twice and the lower damage result is used. This is beneficial to the defender.
The named damage type matters
Physical Damage of Enemies Hitting you is Unlucky rerolls only the Physical component. Lightning Damage of Enemies Hitting you is Unlucky rerolls only the Lightning component. Other damage types in the same Hit are unaffected.
Binary chance formula
For an original success chance p, an Unlucky binary roll succeeds with probability p squared. For example, 40% enemy Critical Hit chance becomes a 16% effective chance when that Critical Hit chance is Unlucky.
Damage and Critical Hit chance are separate
Enemy Hit damage being Unlucky does not change whether the Hit is critical. The Lesser Harm names both enemy Critical Hit chance and enemy Hit damage separately because each requires its own Unlucky modifier.
Lucky and Unlucky cancel for the same roll
If the same stat or mechanic is both Lucky and Unlucky, the two modifiers cancel and that roll is made normally. They do not create three rolls.

Common Unlucky scopes

6 cases
01
Binary chance examples

An original 10% chance becomes 1% when Unlucky, 25% becomes 6.25%, 50% becomes 25%, 75% becomes 56.25%, and 90% becomes 81%. A 0% or 100% chance does not change.

Related: Critical Hit, Evasion
02
Damage range example

If two eligible incoming damage rolls produce 20 and 80, Unlucky damage uses 20. The benefit is larger for a wide damage range and smaller for a narrow range.

Related: Damage, Hit
03
04
05
The Burrower and The Black Cat

Only Lightning Damage of enemy Hits is Unlucky. The Black Cat applies this during its Charm effect, while The Burrower applies it while equipped.

Related: The Burrower, The Black Cat, Lightning, Charm
06
Glancing Blows

Chance to Evade is Unlucky while Chance to Deflect is Lucky. The two modifiers do not cancel because they affect different rolls.

Related: Evasion, Deflect, Lucky

Limits and exceptions

4 rules
  • Unlucky incoming Hit damage does not affect damage over time.
  • Unlucky damage does not automatically reduce the enemy's chance to Hit or chance to Critically Hit.
  • Multiple sources of Unlucky for the same roll do not keep adding rerolls.
  • Check conditions such as Low Life, Recently, a Charm effect, or a specific damage type before treating the modifier as active.