A Turn rolls a Cup containing a Collection of Dice
A dice notation is a string used to represent a Cup of dice.
A Cup holds and allows iteration of one ore more Collection of dice.
A Collection resides inside a Cup and contains one or more Dice with same amount of sides. A Collection also features a modifier and a multiplier for the roll outcome.
A dice has two or more sides. A dice can be roll. A dice features a value after rolling.
Luck simulates both the natual elusivity and ebb and flow of the concept of luck itself.
Luck is modified by and modifies the Dice’s value.
Roll Outcome (x) = Round ((Random (0 – MaxRoll) + 1) * (Random (0 – Luck) *.01 + 1))
It is more probable that dice roll outcomes will increase when luck increases.
Luck Increases when Roll Outcome Percentage >= (1 / φ);
It is more probable that dice roll outcomes will decrease when luck decreases.
Luck Decreases when Roll Outcome Percentage <= (1 - (1 / φ))
A Dice’s outcome may not exceed the sides of the dice no matter how lucky the player. A 6 sided dice will never yield 7. At most it may yield 6. At least it may yield 1.
If applicable luck is higher than dice can absorb that value is represented as a bonus. A bonus is just a number which displays how much of a luck modifier could not be absorbed into dice because they were already at max value. Bonuses can be used for game engine to categorize the roll as a “Critical Hit”, “Critical Hit x2”, etc. if desired.
Algorithms are used to calculate luck.