Build 6753

Lucky Shot vs
Armor Piercing

Compare either item or both, including incoming shred and added on-hit damage.

6,400 Souls eachUnupgraded items
01

Proc damage

Lucky adds bullet damage. AP replaces the hit with its saved damage value.

Lucky Shot

Bonus damage
25%
proc chanceNot one guaranteed proc every four shots.
Bullet+100% bonus
+30% ammoOne roll per shot, not per pellet.

Armor Piercing

Damage replacement
55%
proc chanceChance to trigger—not 55% armor shred.
Processed hit→Saved damage
+ retained shred
+8% weapon damage+60% bullet velocity
Lucky Shot does not itself bypass Bullet Resist. Its inspected bullet bonus and recovery packets pass through resistance.
02

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.
03

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.

04

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.

Interactive comparison

Gun + added damage

Conditional model Full-effectiveness body-shot bullets. Shaded what-if ranges show unresolved callback interactions—not proven bounds.
Slider 0–100; the number field is not capped.
%
Slider 0–300%; the number field is not capped.
%
Modeled provider: 0–100%. Not a game-stat cap.
%
Modeled provider: 0–100%. Not a game-stat cap.

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.

Added damage
Enemy defenses Toggle to compare

30 main-hit threshold · 50 proc threshold. Nested checks, not two rolls.

+10% Bullet Resist affects this chart. Reflection goes back to the shooter.

Can stop the main hit. Proc survival remains unresolved.

Example: 20% less after armor. Not 20 points of armor.

A separate later layer. Two 20% layers leave 64%, not 60%.

40.0% total Resist at cursor
Extra damage / 1,000 Souls-50050100-80%-40%0%40%80%Bullet Resist after shred · explicit Fit to change view
━ Lucky Shot━ Armor Piercing━ Both items
One item: 6,400 Souls. Both: 12,800. Solid/dashed show scenario minima/maxima, not a fixed callback order or measured variance. Fixed axes until explicit Fit; not DPS.
Conditional results
Lucky Shot150.04.7 extra / 1k Souls
Armor Piercing170.67.9 extra / 1k Souls
Both · 12,800 Souls201.8–222.66.4–8.0 extra / 1k Souls

Scenario ranges overlap; winner unresolved

No item: 120.0 per bullet.
Follow the ordinary bulletNo proc · gun only
01 · Before defenses200.0
02 · After armor120.0
03 · After reductions120.0
04 · After deflection / evasion120.0
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.

Effective resistance sweep · extra damage / 1,000 Souls · selected shred retained
Final ResistLuckyAPBoth
-80%14.1-12.1-2.0–1.3
-40%10.9-5.41.4–3.0
0%7.81.34.7
40%4.77.96.4–8.0
80%1.614.68.1–11.3
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.