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Meaning my last bit is wrong.
randm(0,100) + (Luck *2 ) < N, since you would want a luckier attack to not be blocked more often.
All well maybe a developer will answer.
Bad math - argh
Guess the easiest way would be to run a 100 shot simulation and see from the results. The devs are not exactly known to give straight answers about the formulas and how they work, although at this stage of the game there is hardly any reason for the secrecy left if there was any to begin with.
Your attack is a roll from (0,100) + 2 * your luck, lets call that AttackBlockRoll
So AttackBlockRoll with luck 0 is 0-100
So AttackBlockRoll with luck 10 is 20-120
if AttackBlockRoll > N they block. So in effect your higher luck is making them more likely to block the attack
Savage Shield
attack roll 45 block 15; Shield DEBUG: 50%
attack roll 72 block 35; Shield DEBUG: 50%
BZT-75 Shield
attack roll 76 block 79
attack roll 71 block 99
The "Shield DEBUG: 50%" is a standard debug output from the game telling you a block happened.
So you see in the above, Savage Shield my character blocked both attacks, BZT Shield he blocked ZERO attack.
Now it is true that on a block the BZT-75 shield would block a ton more damage, but still seems odd to me.
And the same with that number going down for Aimed = Eyes, maybe they wanted to block better to give you a better chance to surviving.