Diablo IV - How Lucky Hit Works - Rogue - Deep Dive
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- Опубліковано 29 сер 2024
- We'll try to figure out if Siphoning Strikes (Rogue Ability) with the new Lucky Hit Mechanic in Diablo 4 is still the best way to recover life and learn about how lucky hit works.
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#diablo4 #d4 #diabloiv #luckyhit
Your content and channel has single handedly kept me playing and enjoying the ups and downs of this game. I truly hope you keep doing this for years to come with other games. Best of success to you. Your channel is genius. Thanks Xarrio. 💪💪
Glad you enjoy it!
I've been paying more attention to these D4 game mechanic videos than I did during my uni lectures
Been trying to explain this to a friend, telling him why i hate everything about lucky hit. This video was exactly what i needed to explain it correctly. Thanks
I love the all situational stats in Diablo 4 - "Must be close, get a critical strike, a lucky hit, on a Tuesday, when its a full moon outside"
The devs complicated their game with all these stats and how they synergies together and we still have so many things that don't work right, the can't even do proper coding in their own game without messing up other stuff.
After playing last night and today, Siphoning Strikes is now less of a self heal and more of a way to die slower.
Yah even with lucky hit rolls on gear, I couldn’t heal for shit
@@reidyo5404 I had the same experience. Even using Cowl of the Nameless. The efficacy at 100 is severely decreased and not something you can rely on in higher nm dungeons. For leveling I don't see it being practical at all. Better off getting increase potion drops or DR.
@@Vansafe0 it’s idiotic that the dev team push potions over heal. Why take out lifesteal in the game? The way things are, we still get one tapped by random regular monsters like the spirits or walking crossbows
Yeah this ability is now useless.. It can heal for a bit but completely useless and cannot at all keep up with the damage you take..
I'd definitely go for alternate ways of sustain.. some I can think of are
1. Stolen vigor with momentum
2. There is an aspect which heals with victimize explosions of you want to use those
3. Life on kill rolls on your headpiece, rings ( my personal fav so far)
Stolen vigor gives you a generic life regen which is more universal but consumes a defensive(??) aspect slot.. I like life on kill more on my rogue as it procs in situation where I need sustain mostly (i.e. in the midst of a big pack killing stuff) but wouldn't work on bosses at all unless they help you out with some adds to kill. You can combine with siphoning strike in that case for a bit of help and otherwise rely on potions but as a rogue most tough bosses require you to minimize taking damage at all (i.e. you are either at full hp or dead anyways)
@sabyasachidas7058 I was using stolen vigor on an amulet for my rogue in tier 3 for a while along with another aspect that heals you "x" life per second for every close enemy up to "x" amount. So I was effectively healing over 300hp per second at any given time in a group of enemies. I was able to sit and tank every boss I ever came across unless it CC'd me and stopped the momentum stack lol. I wasn't quite as deadly but I legitimately never had to use potions. I'm definitely removing all my points from siphoning and putting them into some resource gain or something lol.
THE BEST D4 Creator that does this kind of Content and one of the best overall. You deserve sooooo many more followers! Your videos are awesome!
I don't play Diablo 4, but I find deep dives into it's design fascinating. Solid explanation.
I didn't realize lucky hit chance was multiplicative, I just assumed that having a 50% lucky hit chance on gear would add that 50% to the base lucky hit chance for the skill (ie 38%+50%=88%). Now i know that I shouldn't be stacking this too hard
Best D4 mechanics explanations on the internet.
Awesome videos man, much better than the way others try to explain, and a lot of them seem to misunderstand mechanics that they claim to know.
Much appreciated!
So lucky hit chance give you a percentage of a percentage.
20% base luck hit + 50% Gear stat lucky hit chance = 30% lucky hit. Awesome.
and 30% of the 75% on SS is what like 23%? 😭😭😭😭😭 i hope blizzard has an out of work hours fire and the game is lost
LH is a % of a %, but ss only procs on crits, so another %.
@@W.M.1 yep it's that bad.
Nobody wants to build for Lucky Hit chance, even if it was a flat increase to Lucky hit on skills, it wouldn't be enough.
@@vormarsch lucky hit and vulnerable status need removing from the game
borderlands learned this in 2012 with their game ruining slag debuff and awful stat balancing but blizzard chose to be blind i guess
@@sneaky5141 Yep, I think crowd-controlled status on mobs would be enough for a tagged-on damage increase.
They could as well do away with the damage buckets (hidden) multipliers to make the game more accessible for everyone.
Game core mechanics that has a player go and check on wiki pages or guides outside the game is not a professional game design.
The exact same thing was done to the druid spirit boon, although I think it may still work on trampleslide with vasilly's prayer because of the massive aoe and multiple hits. However, with the amount of incoming damage now, a few % hp heal is not enough to build around.
Of all the things to nerf on rogues… this was such a dumb nerf. It didn’t allow you to face tank-it was about QoL and not having to chug pots between mobs to heal chip damage.
Ty professor watching your video is more enjoyable than leveling in d4
Very interesting, just saw 4 of your videos, great stuff! Keep it up! Thank you
Really well explained, very clear and enjoyable to watch and learn. Thank you
Thank you, this whole morning makes sense now
I would have preferred that they nerf the heal to like 1.5% of your total health & skipped the lucky hit mechanic.
The same thing happened to the Druid Spirit Boon & it literally nerfed some self-heal abilities by 97%.
Appreciate this info so much. I completely misunderstood how the LH worked in this regard so now I can confidently remove those 3 points to put elsewhere.
Tornado druids went from 100% of their crits healing them, to 6% of their crits healing them, and Shred Druids dropped to 15% of their crits healing them.
To put this in perspective, this is mathematically the same as changing the heal from 3% per crit to 0.18% per crit for Tornado or 0.45% for Shred. RF Rogue is very similar to shred's change here
OUCH. Good lord those nerfs just keep coming with 'better make a new map of the continent' force eh?
@@Sorain1he says this, but i still heal STUPID amounts with shred, take comments with a grain of salt
Yeah, my Rogue who was squishy before is really mush after the nerf. I thought it was something I changed but seems not. Love the information Xarrio gives. I learn so much from this mathematical genius.
Thanks for explaining the math, something that most ppl don’t wanna do
You bet!
I had a pretty strong Rogue Build with 40% crit and +30% Lucky Hit - so in theory, these changes were meant for the build I already had going. Even still, the survivability pre and post patch was blantantly worse. I agree with some of the changes they've made, but generally speaking this patch was a step in the wrong direction, especially when it comes to complete lack of new content.
Would have been nice to have visuals comparing what it was before compared to what it is now, and how much effective hp each gave
That would have been a good idea. It is basically (75%)*(LHC of the skill) worse than it was before.
@@Xarrio You mean that % as effective, not that % worse. Using an example 33% LHC, it's 25% as effective, 4x worse, or nerfed by 75% depending how you want to phrase it.
Kind of a late reply but for comparison, before they changed it every critical strike healed 1% maximum life per skill point into siphoning strikes if you dealt it to a close enemy, regardless of the lucky hit chance for that attack.
Now that they changed it, depending on which skill you are using, critical strikes have a roughly 8-20% chance to heal you for 1% of your life per skill point into siphoning strikes if you dealt it to a close enemy.
If you relied on siphoning strikes as your only source of life steal/regeneration you’ll 100% want to switch to a different source because relying on something that only works 8-20% of the time (again, depending on which attack you’re using) sounds like an amazingly consistent way to die.
I look at that as it not working 80-92% of the time.
My rogue on eternal was critically striking multiple times per second while in combat. As long as she was swinging she was almost impossible to kill. Now she feels EXTREMELY squishy and I find myself dashing away in the middle of attacking in a panic as I gulp down potions because I was at 5% HP out of nowhere… at level 100. It is a colossal nerf that basically kills this passive. I would take increased movement speed after critically striking over siphoning strikes now any day.
Lucky hit and vulnerability just needs to go away. They should buff the raw damage a bit more, give our crit damage back, and crit chance on one more piece of gear.
Thank you so much this helped a TON!
A training dummy would be so helpful since so much information isn't fully explained.
Hey I'm taking a break from d4 but wanted to throw one last like and comment on your channel before I peace out. Absolutely love your breakdowns and way you present your info, really made the game funner to play!
Appreciate the support. Go touch some grass for me!
Your videos teach me so much. Thanks dude.
Thanks for the explanation and all your work! Salute
You are the Einstein of gaming man I love it lol keep up the good work because every time I watch you I feel like I passed math class😂
The only problem i have with this, being a rogue main who is using siphoning strike still, is that the rogues imbuements and many other passives increase crit chance across your abilities. With a basic combat loop your able to hit crazy crit chance. Which i do understand it doesnt increase lucky hits, but if your getting massive crit chance with ability stacking it seems to proc siphoning strike regularly. Being that flurry heals, thats the main go to for me.
the affix taht gives marksman a 10% chance to proc arrow storm.. with attack speed at +60% when i was leveling and trying different builds. I was proc'ing arrow storm every 3 seconds. it was pretty nice actually.
In my understanding all rapid fire arrows count as 1 single hit. And its not 10 arrows, the tooltip clearly says it fires 5 arrows, and with 3 combo points it fires 8 arrows and all of them still counts as 1 single hit.
Great video, and I definitely hope it gains some traction. With no dedicated healer classes, that was the only way I was staying alive as a rogue.
Get some life on kill on your helmet.
I have 16k health....thats not the problem
For those playing rogue looking for finishing a build if u put lucky hit to heal and life on kill on some of ur more flexible spots it makes up for it yes siphoning was far superior but this is at least somewhat of an alternative it’s worked for my twisting blades rogue. You also need to keep in mind puncture is not the only ability that will proc it so as long as ur attacks fast lucky hits happen quicker
You get nice sustain from using momentum and the aspect for it, put it on necklace and on high roll you have over 1.2k sustain per second when you are fighting mobs. Life on kill is kinda weak, because on higher difficulty you need the sustain to kill the mobs, not wait to replenish from kills. I think this combo is the superior choice for sustain right now but it does lock you to momentum which kinda feels bad since close quarters combat is really nice choice too if you don't need the DR from momentum.
I’d love for you to dive in to attack speed versus lucky hit chance. For example. What’s the lucky hit proc rate with 10% attack speed on gloves versus adding lucky hit chance as an affix on your gloves. My assumption would be lucky hit chance > attack speed. But by how much? Furthermore, if it’s not substantial, is having attack speed better if it’s one or the other because naturally more attack speed is more damage so maybe if you’re left with a choice, go with attack speed. It’d be nice to know details on the difference as it pertains to lucky hit. Sorry, just curious.
Good question. Both lucky hit and attack speed are comparable if all you care about it getting more lucky hits. 10% more LHC = 10% more lucky hits. 10% more attack speed = 10% more hits = 10% lucky hits (assuming you can just sit there casting all day). Now as you get more LHC or more atk speed, then percentage wise, you are gaining less lucky hits or attack speed per 10% that you add. So a balanced approach is best. Like 50% more attack speed and 50% more LHC would be better than 100% more LHC and 0% attack speed.
attack speed has tons of benefits beyond lucky hit by the way. it lets you end animations faster so you can move away from danger for example. that's why I refuse to play with crossbows ever. sure you can evade to cancel animation but even switching targets takes longer
I switched one of my stats on the gear for +240 HP on kill and it works wonders. Instead of investing tons of slots for lucky hit, consider this one on your head or offhand (for druids).
switching crowd control dmg reduction with hps regen aspect from momentum stacks turned out really well in response of the nerf on siph strikes
It's still very effective on bursting venoms TB build since we stack attack speed, lucky hit and crit chance as high as possible. I think it's worth being real about how OP siphoning strikes (and the druid version) was before the nerf. Even post-nerf I'm healing through the majority of chip damage/poison damage and I consider that really nice amount of sustain for 3 skill points investment.
It was def op before the nerf, but now it has gone too far in the other direction unless you are playing some high lhc build + have a ton of aoe dmg.
@@Xarrio yeah that's fair, my impression is probably skewed since I'm playing a build that is ideal for siphoning.
This video is way more interesting than the math class lol.
the second I saw Rob going over the patch notes and say this change was "no big deal" I knew it didn't check out. Druid's are tanky enough to survive having their crit = heal become a lucky hit, rogues simply aren't and I hope this gets reverted
Siphoning strike is an excellent waste of 3 points lol. Well said!
I'm sure you explain this in the video, I'm only 30 seconds in, but... They could make Siphoning Strikes a 100% Lucky Hit chance, and it'd still be horrible simply because it's now a lucky hit mechanic. It'd be different if the healing was boosted to like 4%/8%/12%, but still, aoe builds would benefit from it greatly.
I understand the nerf. As a TB rogue, I was pretty much immortal and I had very few damage resistance affixes. It's very difficult trying to balance these general-purpose talents when you take into account single-target builds and aoe-target builds. Because AoE builds will always trigger lucky hits more; and when the lucky hit is survival-related, it's a big a deal. It's rough when you start looking at talents, and they implement a "Ranged Skills have this proc chance, Melee Skills have this proc chance." "Single-target skills have this proc chance, AoE skills have this proc chance." etc., no one wants to deal with that convolution.
Just the same way that vulnerable and crit damage are so much more better than the other damage buckets because they're multiplicative, every time you add an extra % into the equation the result gets multiplicatively worse. Siphoning is actually using 4, not 3 factors (close% * crit% * lucky hit% * 75%) and by design crits happen significantly less frequently than the criteria for some other lucky hit effects which is why siphoning is now garbage.
I havent noticed the health regain at all. Have had it since level 1 to 80.
Flurry+TB looking real good rn
May I ask what your Educational/Professional background is? I'm just curious how/where you got your Mathematic/Logical thinking. It's nice to see in this space. I that way as well. I got it naturally, but 'honed it' while learning Computer Science/Programming. Keep up the great content!
I have a degree in the sciences/math space. So years of practice!
That was definitely worth a sub.
Useful breakdown, thanks - very sad that it got gutted so badly, but I guess it frees up some skillpoints! 😂
Thanks for showing how lucky hit works,if siphoning stike is so bad then every other lucky hit ability is worse because non has 85% lucky hit chance im dont with lucky hit on my builds from now.
I wouldn't say all lucky hit builds are bad, it is just that siphoning strikes doesn't give much (3% max life) per proc. I'm actually using siphoning strikes again tho, not because it is good, but just because it is better than nothing.
This single passive nerf totally killed my survivability as a rogue lol
I am wondering now where t.f. does my self heal come from then? Yikes at this change
@@6Churches its only potions now man
just to clarify: at the start you say that "2 out of 10 will be a lucky hit" referring to Rapid Fire. You should say "on average" at the end of that sentence, because it's totally possible that 0 out of 10 will lucky hit. or that 4 out of 10 will lucky hit on the next cast. It's important for people to understand this.
You are correct. Thanks for pointing this out.
Stolen vigor has kept me alive at lvl 80+ on my twisting blades
Love your videos!!
Excellent explanation. Best i've seen.
Great video again. Imagine the increase in A students if school mathematics was taught through game mechanics
Ps it's definitely not dead it's still the most reliable healing for a rogue. But it's also way way way worse. Previously it healed me enough to hug mobs and on or two elites. Bosses no problem even the butcher couldn't het through my temerity shield with my healing. But now a single large mob or elite will remove my entire shield and 80 of my health with it with a single attack. So I need to kite.
That probably has a lot more to do with the armor and close/far dmg reduction nerfs. I went from 60% resist with my armor at my level to 40%
between the 30% lucky hit bonuses from skills and the almost 100% crit strike chance a rouge can get through paragon/skill/items by 70ish. its not that bad of a problem. it is commitment of about like 12 skills points. probly not an endgame build but i'm really happy with it and about half my aspects are lucky hit. Siphoning strikes can be replaced though. personally the best thing i've found for lucky hit is executing injured non-elites. if you get a decent roll its about a 19% chance on a two handed weapon with the paragon node you can add 30 more percent chance for that for a total of about 50 percent. cut that in half 25% of hits execute i'm not sure how aoe (twisted blades and puncture) is affected by this but its a slaughterhouse . with something like shadow damage everything explodes and dies. And the other CC aspects with lucky hit make the rouge comparable to other classes if you have technical skills. I would not be able to survive in upper tier dungeons without knocking down a whole mob and keeping them frozen before they cc me.
Excellent analysis. Plleeaaassse can you do Intervention with Alchemist Fortune and/or Second Wind please? Either of them good in any combination?
More Diablo math, please! The people love it!
11mins to say....dont use it 😂😂 😂 just kiddin man. Great explanation.
Problem is there are no alternatives to sustain, even if it sucks its better than nothing, still worth the 3 points.
I just tried your assumption about rapid fire and lucky hits. Rapid fire does not seem to do 22% per arrow.
I tested with the victimize passive where I can clearly see the lucky hit effects on screen. And I made sure to always fire rapid fire on a vulnerable enemy with 3 combo points (8 arrows). I was testing close to one of those shamans that ress to have a lot of tries durign testing.
I had 27% lucky hit chance on the rapid fire tooltip. That amounts to 8*27% to do a lucky hit per rapid fire activation.
And the victimize is 35% on lucky hit. 8*27%*0.35 is 75%.
It seemed to me to be much less than that. Perhaps every third or 4th rapid fire I would see an explosion.
Puncture on the other hand did the victimize explosions once every two punctures.
Perhaps there is a mistake in my methodology of testing, but these are my findings. Perhaps monster were not getting hit by all arrows or something.
Did you make sure the enemy was vulnerable the whole time you were testing w/ rapid fire?
And during testing of the various passives I found out that Momentum is bugged. It says 8 seconds on the tooltip but the effect lasts for 4.
and that some enemies like Lycan Firewalkers can use abilities even while dazed :D (the jump that leaves a fire trail)
@@Xarrioit may be that the lucky hit chance is 22% on average after all hits are calculated. I remember hydra and ice swords for sorc used to say 100% lucky hit chance. But people speculated it was an average of after every hit of the conjuration's full duration. After the latest patch, hydra and ice swords lucky hit now shows 4%. Anyway, if you want to test lucky hit properly, I suggest running the dungeon with the corpse bone wall, then switch out your weapons to lvl 1 weapons so you don't do any damage. Take off glyphs and skill points if needed.
My head hurt after watching this just like when I used to do math hw
I felt pain when you called arrows bullets, but I understand you mean projectile bullet...
Great breakdown!
Basically yes, but the 50% LHC from gear/aspects is just applied directly to your skills tooltip before the "dice" are rolled.
So your Rapid Fire on screen has 22% because you probably had roughly 10% LHC on when you took the image.
So with 50% LHC your Rapid Fire would show 30% chance.
Making the math (30%)(50%) = 15%. So correct answer you just made it more complicated.
So is it worthy to still invest skill points in ss? I will say no. Mine is 40*35*75 in percentage. SS gave my rf rogue tons of survivability in 80+nm. Now it is gone.
That 3 points was one thing that made Rogue little more solid and could take little more in higher tiers. It’s not all dead but for sure closer to Crap. Everyone that have a higher rogue will notice it’s 99% garbage now, and that 3p is better to spend on different skill and go ranged.😀
Sucks that we are being forced into ranged
I never really noticed a drop-off on my rogue. I was still shredding everything I did before patch.
great explanation, but I could have used a comparison to how it worked pre-patch
Pre-patch it was simple. You crit strike while close, you siphon strike.
Thank you so much for your great content :) Which software do you use for your „Whiteboard“? Thank you
Microsoft Whiteboard
Man i love your Videos. Please make some calculations about pvp builds and affixes. Also, i swapped to rugged - >reactive defense since it felt siphoning doesnt do shit anymore.
Blizz Devs need to watch this, apparently their mathematicians are in need of a refresher.
Choosing the right skills that give you higher base lucky hit is important.
You're missing the entire point that with siphoning, you're only getting credit for a miniscule fraction of your lucky hit. For every 1% of lucky hit you add in this example, it only actually adds .1425% chance to trigger siphoning (+1% lucky hit * 50% of enemies that are close * 38% crit *only 75% of these trigger siphoning). So you have to add 7% lucky hit to get a whopping 1% towards siphoning.
The opportunity cost of putting lucky hit on gear instead of something else is just stupid now and rogues don't have huge life pools to begin with so going after 3% of a smaller number at such a bad exchange rate isn't optimal at all.
It's also a horrible waste of those 3 skill points; 3 points in exploit comparatively gives you a massive +18% damage in basically all instances (as bursty as rogues are enemies spend almost no time not "Healthy" or "Injured").
@@brianhum8765 you don't understand that attack speed increases the frequency of those triggers. the seeds of the RNG also affects how likely something is being triggered. A lot of people don't understand between mathmatically random versus pesudo random that are in real implementations. I have high suspicion that there is a seed and this seed determines how likely something triggers. Sometimes you will get nothing at all, but sometimes you will constantly trigger at a very high rate. If you program any decent amount of time you will know what I mean. And since pesudo random is inherently biased, increasing even 18% + all the skill points in rogue that adds more lucky hit by CC and also by energy consumption is going to get you over to ~40% and that is huge! The lucky hits only made the siphoning strikes occur about 1-2 time every 5-10 seconds instead of 2-3 times every 1 second. Still very useful as it is still a good health recovery. And you need those regardless of builds
@@pencilcheck Misread your original statement; yes increasing lucky hits via boosting other things like attack speed may prove to still be functional but it would still be sad if the best way to increase lucky hit is by increasing things other than lucky hit. That would also grant you a lot of benefits though like more combo points, dps, cc, etc. that siphon can't take credit for. I guess a more complete way of stating my opinion is that "it's ugly how much less effective siphon is but as squishy as rogues are and if you have a few other lucky hit procs, it might still be necessary enough to keep it".
And yea I know what pseudo random is but unless a dev or someone confirms that it exists in D4's mechanics, it's purely speculation that that's the case. And in that case no one has been going about building builds correctly because no one had the correct information about the mechanics of the game.
@@brianhum8765 siphoning strikes isn't DR, I don't see it as survivability. I treat siphoning strikes as just a health regen and life steal that help so if I get into a long fight I can survive longer. However if you want to survive one shot, siphoning strike is useless.
Great explanation!
Wow thanks bro very informative lol
Another important point for classes like rogue and sorc is that they actually have additive lucky hit on the tree if you have the skill points to spare. These are often much more valuable than the rolls on gear
5% additive on 20% lucky hit chance is the same as a 25% lucky hit bonus. That 1 skill point is worth both a glove and ring affix
I think you're confusing "Additive (+)" vs "Multiplicative (x)". e.g. a point in Precision Magic on the Sorc tree gives +5% additive lucky hit chance, which is exactly the same as having 5% lucky hit chance on a piece of gear.
It’s not actually additive, the tooltip is just wrong. You can tell because the lucky hit chance on imbuements doesn’t scale additively with alchemists fortune, it scales multiplicitively
It is additive with other sources of lucky hit (like on gear) not additive with the skills base lucky hit chance
ok thanks for the info guys
@@NanoNaps yes, and then that value is applied to skills multiplicatively
I don't understand why more rogues don't use the Stolen Vigor aspect. I don't even have to use potions with it running.
Ya, it is great for rogues who are able to proc stolen vigor. Range builds can't really proc it well tho.
In this scenario lucky hit is bad, but when I was using my trap build lucky hit also procd off ticks enemies spent on the poison trap
Big AOE stuff can make it decent for sure.
The Armor and DR nerfs across all affixes are obviously worse than the SS nerf, but the SS nerf is still disgustingly huge. Luckily, Exposure didn't get nerfed and that's a mandatory passive talent for T100.
If mob clearing is fast, I would recommend life on Kill on helms (close to perfect roll) with teremity pants (atleast 30% barrier). While maintaining barrier, you'll rarely get invulnerable status so it helps a lot on survivability.
what do you mean ? If we have a barrier, mobs cannot apply vulnerable on us ?
Temerity got hit hard with this patch. I'm pretty sure they stealth nerfed it too. But even without that it's a lot less reliable now. I still have my abrrier up most of the time but a one or two hits from medium sized mob/large mob will remove my barrier. A big elite will remove 80% of my health with a full barrier.
My barrage and puncture used to heal enough for me to have a constant barrier up even hugging larger mobs and an elite or two (depending on the elite).
Now I need to kite enemies and esp elites and use cheesy things like doors to slow then down and wipe them while most of them are off screen and can't hit me etc. I still do incredible damage but I do so quick esp to larger enemies that I can't let mobs touch or surround me even for a split second. Which is great with all the absurdly unfair constant CC, spiderwebs, freeze, circles, locked projectiles etc
The barrier seems smaller or they changed the visuals. It used to be a transparent bar over my health and another one over that covering 80%. Now it's one.
I think the change is they nerfed close combat healing chance by a ton but buffed ranged healing chance from passive+aspect that I personally rely on. so I don't mind it myself. I rarely kill mobs close to them anyway
vulnerable can definitely be applied by mobs. Your health bar will turn the same color as enemies do when you're vulnerable
@@stormysurge9083 i thought it was when health sphere looks all cracked
What do u think about the unique helmet that increase lucky hit against cc enemy? Penetration shot have a 50 % LHC, do u know if this count for every enemy hit? found the new unique bow for Penetration shot yesterday and thinking about to change to PS build.
This nerf killed my TB rogue. So much harder to stay alive now
Just gotta imprint defensive aspects and use terenity pants. Good help.
No they didn’t? Lol. Poison TB is one of the strongest builds in S1.
Tell me your clueless about Rogue without telling me your clueless about Rogue.
They did the same for a druid passive. Blizzard said fuck everyone.
keep whining😂
@@thomasramirez718 i do have them. Disobedience was nerfed. And they reduced armor by 30%
This nerf was so absurd. They should've at least removed the crit strike requirement.
That gutted my flurry rogue. I was pushing 58-59 nm dungeons (being level 94), and now I can't sustain in crowds, and poison is just melting me >_< Welp, back to nightmare 47 I guess.
The double cord build with rapid and flurry became significantly more viable since flurry can at least heal while popping. Sure you’d lose out on this but twisting blades suffers now
Lol, what do you mean? Every rogue suffers now!
@@fraxesz1598 dude read. Every rogue suffers, every class suffers but be realistic majority was twisting blades. Over 60 of rouges were twisting blades as being the most potent builds. The double core build is gonna be the best now with flurry rapid fire. If your a rouge main and don’t know what flurry offers then idk what to tell ya. It’s the healing aspect specifically since siphon got gutted. And then you play more into rapid fire for burst and distance as necessary that way your not alway risking close quarters with the armor nerfs. There was a reason why people where able to run head on into packs with twisting blades. When it came for range builds it isn’t much deviation to what they already doing. Most ranged builds get whacked at close. That’s why the double core build will be the new meta for rouge. Range =safety. Close =instant pop crowds and heal/stun etc.
Why do you preference flurry over twisting? I’m running double core with rapid and twisting to level for the blanket options. I’m new to rogue and did necro to 100 in the eternal before. I love all this nerdy theory craft and I like that rogue has soo many build options. Virtually all the top rogues to get to 100 have different builds which is exciting.
@@XadirXVX normally I preference twisting blade. It’s still good don’t misunderstand. Flurry is a good option if you want the mix potential it offers with rapid fire. There is actually another rougue UA-camr who coined the build but essentially flurry if built correctly gives you the immediate pop power of mobs compared to twisting where it takes half a second longer and damage scales if your capable of putting distance and intentionally run into packs. With flurry you just enter a pac and they all mostly die and anything else is cleaned up with r quick rapid fire burst virtually killing every mob and elite while still moving. You also have a better healing factor on flurry. Apart of the skill tree you will heal off of crits which makes up for the rouges syphoning strike node that heals. It use to be 75% chance to heal on crit but now is lucky hit so twisting losses out on its main rapid healing mechanic. You can still use it in higher teir areas but then your methodically building a certain way to ensure your heal/survivability. Flurry had it already build into the core skill tree itself. Rapid fire also out damages twisting blades if built properly however twisting is just easy where with rapid you have to have a sequence to max damage consistently
I always assumed it worked this way, and that I just got good lucky hit procs because I was hitting so much so often. but dang, even with our crazy attack speed, a percent of a percent of a percent is a lot more noticeable than just a percent of a percent. literally made it a dead skill even if you stack lucky hit.
One question: When a Lucky hit occurs will all lucky hit effects be calculated so that one lucky hit can actually trigger more than one effect? Let’s say you have siphoning strikes and manglers aspect and maybe something else, could they theoretically proc on the same lucky hit or is it that if one procs no other can proc?
Yes it does , the game check first the lucky hit , then check for every instance of lucky trigger , to see if it triggers or not .
game text: "If you have multiple Lucky Hit effects, their probabilities roll independently"
Thanks for explaining to realize how bad and useless this passive is. Did they not know how their math model works? Will you move these 3 points to other passive or ability?
It is still useful with penetrating shot w trick aspect, second wind
Your content is extremely helpful. Any chance you could help me on knowing whether or not 3 ranks of exploit is worth using over malice or weapon mastery? I already watched your video on malice vs weapon mastery, wonderful work you're doing for us.
Dude even with 100% LHC, for a twisting blades it would happen
1.0 *.33 * .75 *(.50 chc) = you would be at around 1/2, but this is crazy, someonencorrect my math if it’s wrong but it’s near impossible yo get even close to the amount of heals we had before. What an insult!!
Im still feeling lucky😂. Gloves+x2 rings, 1 passive and attack speed cap. Not much choice for now to survive in 90-100nm. But for season start its close to useless passive.
how are you reaching attack speed cap? I get 50% from weapon aspect, 25% from unique knife plus puncture, 10% from paragon board, 10% from gloves. cqb passive is another potential 10-20% but it doesn't have healing like victimize so I pass on it. and bow 22% faster base speed over crossbow isn't limited by bonus cap. rf lucky hits only seem to check on first bullet for me so I use basic attack when I really want to proc them
What is the attack speed cap?
@@Mohawkwarrior999 100% apparently. although unlike movement speed i don't see it in stats tooltip so going by forums.
@@im7254 cap is +100% as far as i know, and u can get it easy. Crossbow aspect 50%, 15% gloves, 15 helmet, 15 condemnation dagger, 30 Achearas dagger, 30 basic attack speed aspect, 15% passive if u play poison/trap rogue, also those passives when u get less then half resource u get +15%,, close quarters combat 20, and elixir 20%. Its like 200+ already :) so u can chose how to stack.
@@sergeyreklama4198 btw helmet affix and condemnation is basic attack speed only, i meant all attack speed (so I meant asheara dagger)
I really appreciate this video! Now I know that it's a pretty horrible modifier and won't be trying to build around it
Druid main. Natures Fury has UP TO a 30% chance (not even lucky hit) and even that feels few and far between.
I can't imagine if I needed a crit to proc a chance of proccing a chance of, just on its face, a lackluster effect.
Ever since it was first described to me I've always said F lucky hit effects. Give me 2% of something, or even nothing at all, instead of essentially 0% of some obscure thing.
It'd be like getting a tactical nuke in a care package.
Safe to say with the rapid fire build we might look into the ring that increases Potion drops and gives us a damage buff now for close fights
This change might have slightly buffed temerity as our helmet slot got a lucky hit chance when we have a barrier. And temerity makes our potions stronger ? Along with 25x damage and potion pickup damage ?
@@FLYounGiLZ Losing too much DR with trashy Temerity, my lv100 sorc gets 1tap with 8k barrier up
@@FLYounGiLZ idk what nm tier dungeons you running boy but after the DR nerfs, and even with those nerfed DR, I'm getting 1 tapped by an archer in tier 70 NM dungeon that I used to be able to run with no problem.
As a rogue this drives me crazy that puncture works that way with the blades. Whats the point of lucky hit if it is guaranteed to proc and how do you get people to try the other basic skills when one offers everything you need.
I think my feelings can be summarized by -- as a lifelong gamer, I appreciate Diablo's story and theme. As someone who majored in math/physics in college, it also drives me to want to commit self harm while playing it. Take the whole vulnerability fiasco ... I mean, are they only hiring liberal arts majors at Blizzard? What did you think was going to happen Blizzard?
If you want to see some really depressing numbers, look at the odds involved with getting a desirable piece of gear (i.e. the number of possible affixes vs combinations of 4 desirable affixes). Now they added yet more affixes nobody would possibly want to further dilute the probability of getting something desirable. In fact, this will be one of the most impactful changes Blizz has made in terms of seasonal play, yet has gone relatively unnoticed so far since so few people have made it to the level 100 endgame gear grind and people really haven't done the math.
If Blizzard were to revert every single nerf, minus the equipment affix changes, they will still have succeeded in the goal of limiting an individual's power just due to how much harder it is to get usable gear at endgame. They appear to be "responsive" to player's concerns after the campfire and hotfix nerf to nightmare dungeons, but a massive gear nerf flies under the radar. Well played Blizzard, well played...
imho, 20% doesn't mean you garanteed to have 2 hit on 10 arrow, it just means on each arrow you have 20% to, could easely get 10 arrow and 0 hit or 10 arrows and like 5 hit, the 20% is PER arrow and an average value that normalize over time.
That is correct.
The math is all correct, good video for people who don’t know how LH works.
However, 99% of this game is you fighting 5-20+ mobs at once, especially in something like blind burrows, or now Sarats Lair. Most lucky hit procs for most classes are going to look bad in single target, that’s why builds tend to thrive on density. If you’re hitting 15 mobs in a pack, that multiplies your effective chance by 15.
Something like RF also isn’t the best for LH because it’s only single target. Flurry and TB can both hit dozens of mobs at once very quickly.
I think the siphoning nerf is being very overblown. It was blatantly broken before and now it’s fine in density and not absurd for single target
You are correct that in high density situations w/ AOE skills it is still fine. Single target or for RF, going to be much rougher.