Gambler (Duelist). the Legacy of Phrecia event. Are you the kind of player who likes to play against the odds? This is the perfect class for risk lovers who want to experience the highest of highs, and potentially the lowest of lows. The Gambler specialises in betting on a high payoff and having lady luck take control.
Name | Ascendancy Skill Tree |
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Growing Accumulator |
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Spectacular Parlay |
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Heads |
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Tails |
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Overly Confident |
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Reversed Odds |
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Risky Exploit |
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Risk Aversion |
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Luck is a mechanic that rolls an outcome or a number in a range twice, with Lucky rolls applying the best result, and Unlucky rolls applying the worst result.
Modifiers that specify Damage or when Damaging and luck refer specifically to damage ranges after any increased/more modifiers (or "tooltip damage range"), not to the base damage of the weapon/skill. These stats do not affect other mechanics like chance to hit/accuracy or critical strike chance. Additionally, these stats only apply to hit damage, and have no effect on the damage roll of damage over time from damaging ailments, which roll entirely independently of the hit damage's roll.
Lucky and Unlucky modifiers affecting the same stat or mechanic will cancel each other out.
The Double Damage and Triple Damage modifiers have a chance to activate independently. If a hit deals Triple Damage, it cannot also deal Double Damage. Functionally, you have a 15% chance to deal Triple Damage and 25.5% chance to deal Double Damage (due to 4.5% redundancy); with no other sources of Double or Triple Damage, this is effectively a 55.5% more Damage multiplier for Hits, or a 16.625% more multiplier factoring the 25% less penalty.
Double and triple damage chance is capped at 100%.
Non-damaging ailments, fortification and stuns will still benefit fully from the tripled hit damage.
Your Critical Strike Chance is Lucky: The critical strike check will be rolled twice; if either check succeeds, the hit will deal a critical strike.
Damage with Hits is Unlucky: This effect only applies to the damage ranges after any increased/more modifiers (i.e. skill tooltip damage), not to the base damage of the skill. This stat does not affect other mechanics like chance to hit/accuracy or critical strike chance. Additionally, these stats only apply to hit damage, and have no effect on the damage roll of damage over time from damaging ailments, which roll entirely independently of the hit damage's roll.
Multiple lucky or unlucky effects affecting the same stat do not stack. Lucky and unlucky effects affecting the same stat cancel each other out.
This passive skill primarily has synergy with Saffell's Frame which already has the downside Cannot Block Attack Damage.
Multiple lucky or unlucky effects affecting the same stat do not stack. Lucky and unlucky effects affecting the same stat cancel each other out.
This passive skill could be used in conjunction with The Iron Fortress and Versatile Combatant if the character is already significantly over block cap from strength, as the downside already exists on The Iron Fortress and the lucky attack block negates the downside of Versatile Combatant.
Multiple lucky or unlucky effects affecting the same stat do not stack. Lucky and unlucky effects affecting the same stat cancel each other out.
Damage of Enemies Hitting you is Unlucky while you are on Low Life: While a character has this passive allocated while they are on low life, enemy hit damage is unlucky when damaging the character.
This effect only applies to the damage ranges after any increased/more modifiers, not to the base damage of the skill. These stats do not affect other mechanics like chance to hit/accuracy or critical strike chance. Additionally, these stats only apply to hit damage, and have no effect on the damage roll of damage over time from damaging ailments, which roll entirely independently of the hit damage's roll.
Multiple lucky or unlucky effects affecting the same stat do not stack. Lucky and unlucky effects affecting the same stat cancel each other out.
Hits have #% chance to treat Enemy Monster Elemental Resistances values as inverted: This stat, when procced, inverts positive and negative elemental resistance values after factoring curses and exposure when calculating damage. Penetration applies after the value is inverted.
Elemental Mastery provides an additional 25% chance for resistance inversion. The chance for this effect is capped at 100%.
#% chance for Elemental Resistances to count as being 90% against Enemy Hits ignores your current resistance values including exposure and curses and treats it as being at 90% actual and maximum resistances when the modifier applies. This effect overrides your maximum resistance value, including effects that set your resistances to a fixed value such as Loreweave or Replica Loreweave.
This effect does not work against damage over time.
Ignite, chill, freeze, shock, scorch, brittle, and sap are referred to as elemental ailments because they are associated with elemental damage types. Bleeding and poison are non-elemental ailments.
Whenever a player or monster is hit, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played.