Depends. Some of the more recent screencaps show that luck does -not- increase drops. If it doesn't, I'll keep it fairly low to begin with. If it influences drops, I'll be pumping luck and int both hard.
If you have any interest in dealing significant critical hits and dish them out more often, there is your reason to invest in Luck.
Everything else, depends on whether you really like excessive amounts of gore to get Bloody Mess, or if you feel you need more ammo from Scrounger. Everything else about it from what we've seen from its associated perks I find useless or something we have no idea what it will do.
As for the base effects of the attribute itself, all that has been specifically mentioned about it in the attribute's description is "affects the recharge rate of critical hits". The rest of it is obscure as usual as to what the attribute does.
Luck
Higher Luck builds the crit meter faster, no word on random crits.
Luck, has not ever effected Loot Tables, however.........Perks in the Luck tree DO effect Loot Tables.
Perks we know are in the game that DO effect Loot Tables.
Fortune Finder, Luck Stat 1.
-In Previous games this could easily double the amount of caps found. The games currency.
->In previous games almost every single container also had a line in the Geck (Construction Kit) that added an additional random amount of caps that was equal to or double the amount found in said container.
Scrounger, Luck Stat 2.
-In previous games this effectively doubled the amount of ammunition found over the course of play.
-This effects all ammo
->Rare ammo, such as fatman mininukes, .44 caliber, basically all types of ammo
-What types of containers? All ammo crates that have an ammo table always provide more ammo when you had this perk.
-Who likes this perk?
->Anyone that didn't like having to get ammo from venders or wanted more rare ammo that might not be purchasable at venders.
Why not take the perks in previous games?
-Level Caps
-Didn't fit in the planned builds allotted amount of perks which was finite over the course of the game.
-Don't care about rare ammo
-Didn't ever realize that the amount of rare or amazing ammo was effectively doubled and sometimes tripled leading to having an excess of special ammo such as more rockets than you could ever need to complete the game.
-Perhaps they didn't realize that players with the perk didn't run out of ammo as often as players without?
No idea if there are other perks in the new game that will effect loot tables but those two perks "should dramatically effect" loot.
So far we've got Fortune Finder and Scrounger, which presumably work exactly like we'd expect them to (although who knows if there are extra ranks that add more loot), then Bloody Mess which somehow has several ranks, then Mysterious Stranger (I have the strangest inkling that with ordinary kill-cams implemented, the Mysterious Stranger won't just appear in VATS). L5 is a mystery. After that, Better Criticals, which also has multiple ranks, and the perk after that seems to have something to do with dismemberment. Since Grim Reaper's Sprint is under Luck now, I don't think it has anything to do with AP but instead completely refills your crit meter after you kill something with a critical hit. And L9 and L10 look pretty interesting, although not informative enough to immediately know what they do.
At any rate, Luck looks to be really powerful in combat, with multiple ranks of Better Criticals and Bloody Mess, and the potential to chain criticals.
I will have high luck so that I can refill my criticals faster for sniping, and so I can get Grim Reaper Sprint. I am hoping that the better combat system makes it to where I don't have to rely on VATS as much, but I still love watching the kill cams.
I always put a middling amount in luck, just because. I don't believe in putting a 1 in anything.
I would more so say only one of them has ever had a dramatic effect, that one being Scrounger which I will agree with about its usefulness concerning ammo. However, the effects of Fortune Finder have always been far too insignificant to be seen as viable when you can simply loot items you find and trade them for caps. One can accumulate thousands of caps in a playthrough easily without the perk in previous games. You should fit that into your little list as to why not to take those perks in previous games.
I don't doubt the same would apply in Fallout 4 unless they made changes to the perk with ranks that could actually improve it significantly.
Personally I'm more interested in knowing if luck will affect events and roleplay possibilities like it did in previous games.
Luck is pretty much the broken stat again, seeing as it's perks can increase your chances of finding rare loot, more ammo, more criticals, better criticals, and the last perk decreases your enemies accuracy and chance to hit you, making you unstoppable, so to speak.
With the new crafting system, it seems like it would be a great opportunity to include ranks of the Fortune Finder/Scrounger perks that add more rare items for us to find and break down. Fortune Finder could be for more valuable clutter items, and Scrounger could be for more immediately valuable items like ammo and chems. I dunno.
@ Box MAAAN
Actually I only just thought about it from the crafting perspective but yes certainly those perks would be really great since some of us will want to break down items for components rather than sell them for caps to then purchase ammo that we sorely need.
Also it had not occurred to me that the perks may have different additional effects with more perk points spent into them such as a chance to get an item of better value such as weapons, armor, or crafting matt.
Luck in the previous games was always a really amazing stat.
Direct impact on starting skill points was quite large.
Better outcomes in special encounters and some of which only happened with a high luck score.
Some unique dialogue options.
Of course luck had a serious impact on frequency of crit's and expected amount of damage was much higher than other choices.
To be honest Fallout has always seemed to have the best representation of what being "Lucky" is...In Fo1 and Fo2 you could be seriously "unlucky" if you made it a "dumpstat" which could result in the player dying horrifically
Yea, if you decide to make luck a dump stat, you should have to deal with bad luck throughout the game. It seems like putting points into luck will just make the game easier, but I guess we will see.
Will say here what I said on the last one...
Go the Godd Howard route, go with 10 Luck
"It just works!"
Guesses on the L10 perk: Adds a random chance to dodge bullets completely. Or, activates a very brief invulnerability after scoring a critical hit. Or, instead of spending our full crit meter to pull off a critical hit, we can spend it to fire off temporary invulnerability.
Maybe if Bethesda opted to go for a crit meter instead of random criticals, they designed it to be used for other actions too.
Finding a good luck charm is the only thing I can think of.
But then there are the sayings, "You make your own luck" and "Fortune favors the bold." So maybe it's better to think of luck as boldness or something like that.
Yes, definitely increase Luck during character generation. In this game, the most important combat stat is Damage Per Second and what increases that the fastest is: criticals. No matter what weapon you use, criticals hits will let you use it more effectively and keep you alive longer, and using less resources to heal up.
Now I gotta make a lucky rabbits foot charm mesh for my character to carry around
I usually just picked the very early Perks for luck for Fo3 and FNV didn't have a lot of experience with the high end of the Luck Spectrum.
But in Fo1 and Fo2 my favorite build always had at least 8 points of luck in it. Really was the most powerful stat for damage and getting a decent pistol handled everything in the game, didn't need any fancy "sniper" perk just a good luck streak and everything just died.
An' don't ye be forgettin ur box of lucke charmz, me boyo
I'll probably start luck at 3 for the fortune finder and scrounger perks. (I like scrounging) and then work my way up to better criticals. Luck will most likely be the last stat I work on building. It'll be my 'bonus leveling' stat if I actually succeed in getting the other stats to the perks I want for them.