Skill
Ray of Luck
Updated for patch 1.0.503
Quick answer
PICK IT WHEN
Take it when your current route already produces the luck, crit signals. The value comes from repeating that event, not from the item name or rarity alone.
WATCH OUT
If none of its triggers are happening yet, keep the slot open for a pick that strengthens the engine already on screen.
INDEPENDENT RUN NOTE
Ray of Luck is a broad payoff when the charge can stay held
Ray of Luck is easier to use than a narrow crit trigger because holding the Luck charge already supports its stats. The tradeoff is that consuming the charge for safety can reduce the payoff window.
It fits Jester routes that can protect the charge while still having a plan for contact risk. If the run must spend Luck constantly to survive, use it as a temporary bridge rather than the whole engine.
A boss gives the held-charge payoff time to matter, but only if movement does not force repeated consumption. Add survival if protecting the charge makes you play worse.
Packs create the hardest choice: keep the stat or spend the charge. A room-control answer can be better than another payoff when contact is the immediate threat.
If it is missing: Take Constant Luck, direct Critical Chance, or safe weapon damage. Preserve the Luck identity only while the charge is realistically available.
What to check: After taking it, note how often the charge is held versus consumed. If it is almost always spent, prioritize the effect that improves the consumption window instead.
Test Ray of Luck in PlannerWhat this item is trying to do
Ray of Luck is not a universal upgrade. Its route tags are luck, crit, and that combination tells you what kind of problem the entry is meant to solve. Start with the current effect, then check whether your run is already producing the event that gives the entry value.
This page treats the effect and route connections as a decision aid, not as a promise of a fixed ranking. The current effect reads: “Core luck-state pick.” That wording matters because a rarity label can stay the same while the route around it changes after a patch. The practical question is whether Ray of Luckimproves the run you have, at the moment you can actually take it.
What the effect means in a run
A skill is a route commitment. It should either create the build's main event, make that event happen more often, or protect the run while the engine is still assembling.
luck entries increase the quality or frequency of uncertain outcomes, but they should not replace a route that already has a working base loop crit entries need a stable way to make critical hits matter; a large critical number without enough attempts is still a narrow bet
The route connections point to the trigger it is explicitly connected to. It is also connected to Jester. Those connections are clues, not automatic instructions: a skill can be listed for a Hunter and still be the wrong answer when that run has a different immediate bottleneck. Compare the entry with the other offers on screen before spending the slot.
Early, middle, and late run decisions
Early run: prove the trigger
Early in a run, take Ray of Luck only when you can say what it will do in the next few rooms. Take it when your current route already produces the luck, crit signals. The value comes from repeating that event, not from the item name or rarity alone. If the entry needs a second item, a particular element, or a later checkpoint, mark that dependency and keep a simple fallback in mind. An early pick is valuable when it starts a route or removes a failure that is already happening; it is fragile when it asks the run to become something entirely different.
Middle run: check whether the route paid back
In the middle of the run, stop judging Ray of Luck by the promise of its text. Look for the event it was supposed to improve: more useful shots, more controlled rooms, a cleaner boss window, or a safer route through the next checkpoint. If that event is not showing up, the correct move can be to keep the item as a placeholder while changing a support slot, or to pivot before the run spends another choice on the same idea.
Late run: protect the win condition
Late in the run, Ray of Luck should have a job that can be named in one sentence. Keep it if it contributes to the trigger it is explicitly connected to and the effect is still active in the actual loadout. Replace or ignore it when the route has already solved that problem and a missing survival, reload, or target-coverage answer is now more likely to end the run.
Boss, crowd, and fallback use
For bosses, ask whether the entry improves sustained access to the target or only creates a brief high roll. For crowds, ask whether it reduces the number of dangerous enemies that remain after one action. Ray of Luck has no explicit boss-or-crowd label here, so use the trigger and effect text to decide where it belongs.
If Ray of Luck does not appear, use a replacement that preserves the same job rather than chasing the exact name. Related entries include Divine Justice, Novice's Luck, Wheel of Fate, Blessed Hero. A lower-ceiling option that keeps the element, trigger, or survival plan intact is usually a better fallback than an unrelated rare drop. If none of its triggers are happening yet, keep the slot open for a pick that strengthens the engine already on screen.
How to test this pick without inventing DPS
- Write down the current Hunter, weapon, active tags, and the reason the run is considering Ray of Luck. Do not change several slots at once; otherwise the result cannot tell you what helped.
- Open the Planner with Ray of Luck selected and read the synergy explanation. Confirm that the entry is connected to a real trigger, not only to a shared word in the tag list.
- Test one crowded room and one durable target when the route reaches them. Record uptime, missed triggers, reload gaps, and the moment the run becomes safer or more fragile. A single run is an observation, not a universal damage measurement.
- Reopen this page after the next patch and compare the current effect with the previous one. If the tooltip changes, downgrade the advice until the interaction has been checked again.
Limitations and the next decision
The planner does not claim a measured DPS ranking for Ray of Luck. It explains route fit from the current effect, tags, element, Hunter links, and evidence label. That is deliberately narrower than saying the item is always best. The useful output is a reasoned next choice that you can verify in the run.
If this entry fits, load it into the Planner and compare the next skill, relic, and Tarot choice. If it does not fit, return to the item library, filter by the missing trigger, and choose a replacement that fixes the failure you can actually see. That loop is more reliable than copying a static tier list without checking the run state.
Current effect text
When Jester has [Novice's Luck]: Critical Chance +15%, Smite Chance +15%.
What this entry connects to
This skill appears in these Hunter routes: jester
Need to see the interaction in a full loadout? The Planner scores the tags and element together, then flags conflicts instead of pretending it has measured DPS.
Test this decision in the Planner →Related picks
This page brings together the item's current effect, route connections, and practical tradeoffs. Compare it with the in-game tooltip after an update, then revisit the route. See how the sources are used.



