Greetings
This, I think, is a question to the devs and a request to somebody with fonline reloaded wikia privileges to update these tidbits of info to Luck and Critical Miss pages.
I wanted to find out what exactly Luck does in regards to Critical Misses, so I downloaded 2nd session source (AFAIK! this part hasn't changed in 3rd session, which is current. Whole post is irrelevant if devs changed this part).
Here's the bit from combat.fos, I'm assuming the relevant one.
if(isCritical) //if the miss is critical
{
int roll = Random(1, 100) - 5 * (cr.Stat[ST_LUCK] - 5);
if(roll <= 20)
roll = 0; //severity of the critical miss, set in critical_failures.fos
else if(roll <= 50)
roll = 1;
else if(roll <= 75)
roll = 2;
else if(roll <= 95)
roll = 3;
else
roll = 4;
Also, I've tried finding out what exactly do 0x 4byte codes stand for in regards to severity of critical misses, but to no avail. So I'm going to assume roll 3 means destroying the weapon and roll 4 something like crippling oneself in addition to destroying the weapon.
In summary:
A) Luck doesn't modify the CHANCE of Critical Miss occurding instead of a Miss. Weapon deterioration/condition affects that, the more broken the weapon the worse - that is in the wikia and is correct afaik.
B) Luck 1 gives +20 to the Critical Miss SEVERITY, meaning Critical Misses are more severe than usual, while Luck 4 gives +5 and Luck 5 doesn't add anything.
C) With Luck 6, a Critical Miss of 5th severity level can't happen. I don't know what exactly this means.. Think weapon exploding - being destroyed and crippling you.
D) With Luck 10, a Critical Miss of 4th severity level can't happen. Think weapon just being destroyed from a critical miss.
There, I've said it.
Information regarding to Luck and inflicting Critical Hits or preventing Bonus Effects that sometimes happen in addition of a Critical Hit Effects when YOU get Critically Hit is already on the wikia. For all I know it "probably is" accurate still.