Build 6753
Lucky Shot vs
Armor Piercing
Compare either item or both, including incoming shred and added on-hit damage.
Proc damage
Lucky adds bullet damage. AP replaces the hit with its saved damage value.
Lucky Shot
Bonus damageArmor Piercing
Damage replacement+ retained shred
Damage sources
Weapon-damage bonuses change the gun. On-hit abilities create additional damage.
Haze · Fixation
Deals separate Bullet damage, which takes Bullet Resist. Its packet keeps the gun shot’s identifier, so matching AP and Lucky recovery can affect it.
Damage compatibility—not an extra proc roll or doubled Fixation stacks. The chart accepts the evaluated packet damage.Vindicta · Kill bonus
Adds weapon damage. Include it in the weapon-bonus input, not as another Lucky-only multiplier.
Drifter · Hunger
The kill/assist bonus adds weapon damage. Isolation amplification is a separate effect, not included here.
Vindicta · Flight
Base bonus: 10 + 0.18 × Spirit Power per bullet, scaled by hit effectiveness. It deals separate Spirit damage and takes Spirit Resist and ability reduction, not Bullet Resist.
Plated can stop Flight’s bonus if its no-proc mark is present when Flight checks the hit. Restoring the bullet with AP does not establish that Flight’s separate bonus is restored.
Flight creates a fresh Spirit packet without the gun shot’s identifier. The inspected Lucky/AP matching-shot bonuses do not amplify it. Select Flight in the chart to include its added damage.Buying both
12,800 Souls. AP’s +8% weapon bonus applies once.
They can combine on the same Bullet packet: AP can replace Lucky’s bonus despite its no-proc flag, provided AP has already saved the matching shot identifier. Callback order matters, so the chart varies whether the nested bonus gets AP’s replacement.
The inspected same-seed roll path uses a shared sample: Lucky’s 25% threshold sits inside AP’s 55%. That is not an independent 13.75% co-proc rate, nor a guarantee that both damage callbacks pay out.
Fixation preserves the shot identifier and can take matching bonuses. Flight creates a new Spirit packet and does not get those matching-shot bonuses. Vindicta/Drifter weapon-stat bonuses instead strengthen the gun input for every loadout.
Damage comparison
Set the gun, incoming shred, added packet and enemy defenses.
AP retains ordinary Bullet/Melee Resist Reduction. For a nonnegative starting armor channel, that shred alone does not make AP lower a hit—even after resistance goes negative. A separate negative resistance channel can still amplify damage beyond AP’s saved value. Being below 0% resistance alone does not prove a loss.
Gun + added damage
Effective shred: 0.0 points
AP retains: 0.0%
Final Bullet Resist: 40.0%
Each shred input is one applied Bullet/Melee Resist Reduction source. Against nonnegative starting armor, one 10% source removes 10 resistance points; two remove 19, while AP retains 20%. Item tooltips alone do not establish which providers apply.
Scenario ranges overlap; winner unresolved
No item: per bullet.Model assumptions & exact comparison table
Proc eligibility
Scenarios compare unmarked, unevaded eligibility with surviving bonus packets. Plated uses nominal 70% main-hit and 50% proc availability—not measured frequencies. Evasion is assumed independent of Plated.
Replacement timing
AP’s retained report is modeled with reductions kept or restored after them; matching on nested packets is varied. The solid/dashed envelopes are numerical minima/maxima, so their callback identities can change across resistance. Neither establishes immunity bypass.
The ordinary Lucky callback reads current packet damage; recovery reads original damage. The default assumes a pre-defense entry. Other basis choices are explicit what-ifs, not a proven event schedule.
B = base bullet damage × (1 + weapon bonus / 100). AP adds 8 percentage points of base damage, once even with both items. Its saved value retains the separately evaluated shred. The shared-seed scenario uses 25% both procs, 30% AP-only and 45% neither—not independent 13.75% co-procs. Nested AP replacement is varied, not guaranteed.
Efficiency = (loadout − the same scenario’s no-item result) ÷ 6.4, or ÷ 12.8 for both. The entered weapon bonus is held fixed; buying both does not automatically add investment-tier stats. Return Fire’s positive armor joins before incoming shred: 40% other armor becomes 46%, then one 20% shred source leaves 26%.
Generic reduction sliders are already-combined factors. Flight uses Spirit Resist, Spirit reduction and all-damage reduction; Bullet reduction does not reduce its emitted Spirit packet. Reflection does not subtract 65% from target damage. No shields, immunity, headshots, upgrades, falloff, shotgun pellet count, ammo/reload value or final HP rounding. Ranges are neither confidence intervals nor proven gameplay bounds.
| Final Resist | Lucky | AP | Both |
|---|---|---|---|
| -80% | 14.1 | -12.1 | -2.0–1.3 |
| -40% | 10.9 | -5.4 | 1.4–3.0 |
| 0% | 7.8 | 1.3 | 4.7 |
| 40% | 4.7 | 7.9 | 6.4–8.0 |
| 80% | 1.6 | 14.6 | 8.1–11.3 |
Sources & calculations
Build 6753 / revision 11087340, dated October 5, 2026. Item settings, resistance aggregation, shared rolls and selected packet builders/callbacks were inspected. No game or server was run. Shaded ranges are explicit callback/packet scenarios, not measured outcomes or proven gameplay bounds.
Inputs, equations and remaining event-order limits: research note. Upgrades, headshots, shields, immunity, falloff, investment-tier changes, ammo/reload value and final HP rounding are excluded.