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Lightwing Arrow — Lucky Cracker · Lucky Band-Aid Synergy Test

Published: 2026-05-08Updated: 2026-05-08

Topic

This article documents Lightwing Arrow's base proc rate and how it shifts when paired with Lucky Cracker / Lucky Band-Aid, measured directly in-game. The skill has no listed probability, so the goal is to nail down the value with hand-counted shots instead of guesswork.

Source:This test was carried out on 2026-05-08 by the site author, on their own account and character, by firing normal attacks and hand-counting procs — a single-tester result. The build matches the "Test conditions" section below; numbers may be updated when further runs are conducted.

Conclusion

Proc rate by Lucky-ability stacking

  1. 30%
    baseline
  2. +
    40%
    +10%p
  3. +
    40%
    +10%p
  4. +
    +
    50%
    +20%p

On proc = 3 hits

Body arrow+Left wing+Right wing=×5.17

Body + left wing + right wing all register, so a single proc lands roughly 5× a single normal hit.

  • +10%p per Lucky ability — Lucky Cracker and Lucky Band-Aid contribute the same. Take both for the 50% proc rate.
  • Per-Lucky-ability effect is essentially identical, so prefer Lucky Band-Aid for its safety net (field clear on injury).
  • For burst-damage content like boss / guild boss, stacking Cracker + Band-Aid for 50% proc is the most efficient route.

What is Lightwing Arrow?

Lightwing Arrow is an ability that gives normal attacks a chance to spawn wing arrows. The wing arrow is not just an extra projectile — it carries an additional boss-damage multiplier, and on the first hit the body arrow plus both wings all register, so a single normal attack lands as 3 hits.

It's a probabilistic skill, so a small sample looks streaky — but once the actual proc rate is measured, the value of stacking Lucky-class abilities becomes clear. This experiment hand-counts that proc rate in-game.

Damage analysis — Normal vs. Wing

Before looking at proc rate, the damage of a single proc itself. Numbers below are in-game measurements on a controlled build with all gear and runes removed, leaving only character resonance.

Test conditions

Resonance
Alex 7★ · Muira 7★ · Tata 3★
Gear
None
Runes
None
ATK
142.7K
Crit DMG
275%
Final DMG bonus
14.44%
Ground DMG amp
10%
Boss DMG up
28%
Main weapon DMG
17%

Damage per hit

Same single normal attack, but when Wing procs, one trigger registers as body + 2 wings = 3 hits.

Normal

725.14K

1 hit

vs normal×5.17

Wing proc

~3.75M

Body + Wings ×2 = 3 hits

Damage multiplier breakdown

The two formulas differ by one slot — "Wing +100%". Wing's effect is not a separate multiplier; it stacks directly into the boss-damage bucket, growing it from +28% to +128% on proc.

Base100%
Ground amp+10%
Boss DMG+28%
Wing arrow+100%
Normal multiplier×1.38

1 + 0.10 + 0.28 = ×1.38

Wing multiplier×2.38

1 + 0.10 + (0.28 + 1.00) = ×2.38

Wing stacks in the same boss-damage slot as relics, enchantments, and guild research, so the less those other sources contribute, the larger the +100% looms relative to the denominator — and the bigger the relative damage swing on proc.

First hit = 3 hits

Body arrow

1.25M

Left wing

1.25M

Right wing

1.25M

Total damage from one normal attack~3.75M

~5.17× vs a single normal hit (725K)

Damage comparison

For the same number of normal attacks, a Wing-procced shot deals 5× more than a non-procced one.

Scaling — relics & guild research

The 5.17× above is on a controlled build with Boss DMG +28% / Ground DMG +10%. Real builds stack much more boss/ground damage, which shrinks Wing's relative contribution: Wing always adds a flat +100% to the boss-damage bucket, so as the denominator grows, that +100% becomes a smaller share.

Options stacked per scenario

  • Healing Grail — Boss DMG up
  • Attack Horn — Ground DMG amp
  • Guild research — Boss DMG up (+20%)
Legendary relicsGuild researchBoss + GroundWing 1Wing 1st
0+20%+28%×1.78×5.34
3+20%+40%×1.71×5.14
6+20%+52%×1.66×4.97
9+20%+64%×1.61×4.83
12+20%+76%×1.57×4.70
15+20%+88%×1.53×4.60

Wing / Normal = (2 + ground + boss) ÷ (1 + ground + boss). Wing's first hit is body + both wings = 3 hits, so multiply by 3.

On a fully stacked build (Relics 15★ + Guild research), Wing's relative damage drops from ~5.17× to ~4.60× — about 11% lower.

Method

I fired 10 normal attacks, hand-counted Wing procs, and repeated 100 times — 1,000 shots per condition. Four ability combinations were tested at the same volume: solo, +Cracker, +Band-Aid, +both.

Each condition took roughly 10 minutes; together with counting it added up to about two hours of in-game shooting. Anything that could affect proc rate — runes, gear, crit-related options — was removed up front.

Results — per 1,000 shots

ComboHitsRateListed95% CI
Lightwing Arrow30430.4%30%±2.9%p
+ Lucky Cracker39839.8%40%±3.0%p
+ Lucky Band-Aid40640.6%40%±3.0%p
+ Lucky Cracker + Lucky Band-Aid49849.8%50%±3.1%p
Reliability:Sample n = 1,000 per condition. The 95% confidence interval (binomial normal approximation) is ±2.8–3.1 percentage points; all four CIs include the round-number hypotheses 30 / 40 / 40 / 50%. The "+10%p per Lucky ability" rule is statistically consistent with the data.

Interpretation — +10%p per Lucky ability

The data follows a simple additive rule: Lightwing Arrow's proc rate goes up by +10%p per Lucky-class ability. Lucky Cracker and Lucky Band-Aid don't get separate adjustments — both contribute the same +10%, and stacking both gives +20%.

While the game doesn't expose a 'Luck' stat directly, this experiment indirectly confirms that Lightwing Arrow's proc condition is gated on something equivalent to that hidden stat. From a damage standpoint, taking both Lucky abilities together is the most efficient route.

PvE

For content where Lightwing Arrow's 5× damage is decisive — guild boss, etc. — pairing both Lucky Cracker and Lucky Band-Aid to reach 50% proc rate is the recommended setup. Average damage per shot rises ~1.6–1.7× over the 30% solo baseline.

Expected damage comparison

Average expected damage per single normal attack, weighted by proc rate. Computed against the 'Test conditions' build above; on builds with more boss/ground damage stacked, the gain over solo shrinks somewhat.

ComboRatevs Lightwing Arrow
Lightwing Arrow30%baseline
+ 1 Lucky40%+19%
+ 2 Lucky50%+37%

Comparison numbers are approximate; actual combat adds further variables — crit, attack speed, missed shots from movement, etc.

FAQ

QIf I had to pick only one of Lucky Cracker / Lucky Band-Aid, which?

Proc-rate-wise they're effectively identical (398 vs 406 over 1,000 shots). Lucky Band-Aid also clears enemy bullets and deals field-wide damage on injury, so for safety I'd lean Band-Aid first. For pure damage synergy either choice is fine.

QDoes the 5× still hold on a build with much more boss / ground damage?

The relative ratio shrinks. Per the "Scaling — relics & guild research" table, a 0★ relics build sits around 5.34×, while fully stacked Relics 15★ + Guild research drops to ~4.60×. Wing adds a flat +100% inside the boss-damage bucket, so as that denominator grows, the +100% takes a smaller share.

QWhy test with all gear and runes removed?

Runes and gear can carry Luck-related options, crit modifiers, or other proc-influencing effects — making it hard to isolate what the ability combination alone contributes. This run keeps only character resonance to control for those factors. Even on different builds, the 30 / 40 / 40 / 50% baseline should still apply.

QA 50% proc rate means every other shot procs, right?

On average, yes — but each shot is independent, so the variance is wider than that. Even at 50%, there's about a 3.1% chance (0.5⁵) of 5 misses in a row, and 6.3% (0.5⁴) for 4 in a row. For burst-cut content, plan for that variance and leave a safety margin instead of relying on the average.