Lucky Hit Explained - Diablo 4's Most Misunderstood Mechanic
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- Опубліковано 16 тра 2023
- #diablo4 #luckyhit #maxroll #Blizzard
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Who's feeling lucky?
I always feel lucky. I also like that they brought chance on hit back from diablo 2 with skill divide multipliers to allow them to balance between skills.
Maybe they will give hurricane and its 17 damage a relative high lucky hit chance so people can build a lucky hit build around it.
We're up all Night to get lucky 😁
- Pharell
Lucky hit to do 18dmg
What an overly compicated way to explain the mechanic while leaving out important sutff ^^. It's easy. WW has a 20% LH chance and that's it. When WW hits luckiely you can make the lucky hit effect procc. So real example. WW hits a lucky hit now we have the passive that makes vulnerable with a 30% chance that will finaly be a 20% chance on WW to hit lucky and 30% chance of the lucky hits to make enemys vulerable. At the end 6 out of 100 hits will make enemys vulnerable statiscly because (100*0.2)*0.3 equals the ammount of proccing lucky hits per 100 strikes. TL:DR: You need to make a lucky hit with a skill and fullfill the tooltip of the lucky hit to have profit.
Just over 2 weeks till d4 comes out. I feel lucky.
I love the way you explain things, it's like you're speaking to the lowest common denominator which ensures everyone gets a very thorough understanding. Would you mind doing a short video like this for Fortify and Overpower - I feel like those are fairly complex stats that are frequently misunderstood.
You are the lowest common denominator bahahahah
nobody called me stupid so polite before, thank you
@@lIIest dude, you made my evening xD
"Explain it to me like I'm a 5 year old"
@Illest hit me in the feels too 😂
What kills me about the system is when it's a double percentage.
Like having 10% chance to activate something on lucky hit... so it's like 10% of 10%.
That just feels worthless and is an insta skip skill every time for me.
Exactly what I was thinking since the first beta, and I don't know how people aren't complaining about this garbage yet, probably because most don't understand how it works yet? Most lucky hit stuff in the game is like "up to 30%" and most skills are close to 20-30% so in reality we end up having a shitty 6-9% proc that's a complete waste of passive points/gear slot. Also the increased lucky hit on items is a complete joke, borderline useless stat, unless it scales to crazy amounts in the endgame, talking 200%+
Yup, this is why I don't care at all about any item that has a lucky hit power.
Something with a lucky hit chance of 10% likely hits many times or in a big area or both, so it's lots of 10% chances to trigger every time you use the skill. This is exactly how proc coefficients have worked in games for the last 20 years, it's just becoming standard practice to display it as a stat on the ability now instead of it being in the background.
I dont like lucky hit chance mechanics - I get what it does but i would rather have basic flat X% chance to do something - than x% chance do something when y% proc :D
@@Daidalos66 My point is that what you're asking for basically doesn't exist in games now. For balance reasons, procs scale off how many proc opportunities skills have. Think Diablo 3's basic magic missile vs blizzard. A single hit on one target or lots of hits on many targets in a big area. MM has a "lucky hit" of 100% while blizzard's is like 1-2%. But you'll still see blizzard trigger that effect decently regularly because it's rolling that chance so many more times per cast.
Just what I needed, you are doing really outstanding videos and explaining so good, not to mention the efforts for the art works :) Can you do another one explaining the "overpower" mechanics and how that works?
there are some cases were it gets more complex for example: "luckyhit: you critical strikes have up to a 5% chance to do X" shouldve explained those as well
or dots, where some are x% lucky hit/tick, and others are %lucky hit divided over duration.
Or worse, sorc hydra, wich is %lucky hit divided by number of heads over it's duration
The double rolls are so stupid. Without knowing the coefficients, it just feels incredibly stupid to take a skill point in as you're leveling up.
The question is whether you're rolling the same number 0.0 to 100.0 for any sort of proc, crit or lucky hit. Say your crit chance is 50, lucky hit is 30, and that stacked effect is 5. You'd need to roll a 5 to hit all those. If you roll a 25, you hit crit and lucky hit but not that stacked effect.
The scenario in which we roll separately for each proc is just laughable. It just sounds like absolute utter garbage on paper.
Thanks for breaking that down. It'd be nice if the game explained all this stuff more clearly. They should be able to explain it in game as simply as Raxx did here.
The first example would have been more effective using a flat damage value.
Multiplicative scaling just aligns with the scaling of the skill itself. That HotA would hit real hard lol.
I think Raxx was thinking the way these damage values are expressed in the game, the skills say they hit for 30% damage, or 100% damage, or whatever so they scale with your base damage stat. So by 100% lightning damage he meant 100% of base attack value, not 100% of the damage of the skill proccing it (which is not how it would work in the game)
@@etrosknight2254 that’s a fine point! It’s always frustrating and potentially misleading when our language gets tied in knots like this. Alas.
Thanks for the explanation, been struggling with all the new terms in D4 but feel like I´m starting to understand it now.
Tanks for putting this on youtube, I don't really watch streams a lot so it's great having this kind of info curated here.
Thanks for the explaination! At least D4 is clearer with proc coefiicients for skills compared to D3 :D
When ever it comes do Diablo your content is the most exciting for me because I constantly learn new things or revalue old ones. Thank you for the time you spend for us mate!
Looking forward to your videos to watch while on my Diablo 4 journey. Always helpful for me on Diablo 3. Thank you for all your hard work sir.
Goddamn, I come for the artwork. Raxx never disappoints.
Had to subscribe bc you really know how to explain mechanics the most efficiently, thank you.
side question though, if you have something that give +10% lucky hit. does it change WW to 0.2, and HotA to 0.6 or does it change ww to 0.11 and HotA to 0.55 ?
@Raxxanterax On Lorthrik build calculator the lucky hit chance is either per use or per hit i can understand how per hit works but i don't understand how lucky hit works for (per use) on ability's like the necro bone storm or decompose. Decompose is a channeling ability does that mean i can spam click decompose to spam lucky hit (per use) to proc like crazy? and does bonestorm only proc lucky hit once when i use it?
Great explanation of the game mechanic. I think I heard you before going over this thing in a stream or a highlight video of D4 features, but still thanks for the video Raxx! Pleasure to see your content and cannot wait till you and every one of us can blast the game :)
Question still remains: Is it worth paying attention to lucky hits? With the legendaries introduced so far, LH seems a bit lucklaster and I tried to avoid paying attention or building around it. Feels like those trinkets in WoW where you had 1 proc in 3 minutes and then a snake popped out of a dagger and did x damage.... kinda not how I like to build my character that slains 4546349 demons in those 3 minutes :D
Anyone else feel the same way?
Hey Rax, question. What systems are in play when loot drops? Is it my lvl that dictates the item lvl/quality? What I am wearing? What items my character has seen drop in the past there by pushing the threshold? Do I need to be wearing it? Have it in the bank? Or just seen it drop is the past. Hard question to put into words, hope it made sense. Thanks!
What about the flat lucky hit % on your character sheet? Does that stack with the skill %, or is that just for basic attack?
I think, and someone can correct this for me if I'm wrong. That the lucky hit % on your character sheet is additive to the lucky hit % of the skill: so say 50% of the skill + the 10% on character sheet means a 60% chance to lucky hit overall. Then a passive that has a 5% chance to proc on a lucky hit would have a 3% (60%*5%) chance on every attack of going off.
And THAT is the explanation on why lucky hit was implemented but not exactly how it works. I think most people will still be confused :D
yeah, proper explanation is that is like you throwing a dice twice = on skill you have 50% chance to lucky strike hit and when it triggers than you have to throw a dice one more time and if it triggers again...voila !
Yup skip thinks video
@@Daidalos66 U sir did a great job in less than 3 sec to understand.
Lucky Hit is a dice roll. than if it procs you have to roll again so u have Probability of lucky hit and the Dependent Probability of effect.
Hence P(B/A) or Probability of event B assuming Probability of A has already occured !
I think the reason they called it Lucky Hit is because it is becoming an industry standard name that is being used more in games as a way to proc something other than critical damage. Sometimes an effect, sometimes just a separate damage multiplier, etc. The concept isn't new. We've called it procs for ever in MMOs, but other games using the same idea came up with different names, and Lucky Hit is the one that's been starting to stand out in some smaller games. Now that a game the size of Diablo is using the same terminology it is very likely to get properly standardized within the next several years.
Nah proc coefficient is the standard and I instantly understand what is meant by it. Lucky hit doesn't give any information on the mechanics, just the outcome.
Just like transmog doesn't mean shit outside of the blizzard gaming sphere, whereas skin or costume does.
@@Intothefirenow That was kind of exactly my point. Procs are not new. they've been prevalent in MMOs in particular forever. But descriptions around that usually say something like, "Has a chance to apply X" In recent years, proc coefficients have been getting called Lucky Hit in some games, and now that Blizzard has jumped on board, there is a good chance that the language for the whole gaming landscape will probably have a faster shift from, "If the skill procs..." to "If i get a lucky hit..." as general terms. Particularly in the younger audience.
@@Intothefirenow you repeated what he said bro lol
So is it calculating per enemy? or per cast? For the Lucky hit? For example the flurry rogue do we get 4 rolls or just 1?
The reason I'm not a huge fan of this is because there is a huge amount of effects in the game that are like Lucky Hit: 10%, which means on a skill that has a 20% lucky hit chance it's really only a 2% chance. Having a proc coefficient makes sense in games, but when the chances for something happening get that small it feels a bit silly. There are capstone passives that have like a 5% chance on lucky hit.
I like this explanation. It goes along with how i understood it working from experiencing it during the beta. I was kinda considering it a second layer crit chance of sorts, and it sounds like i was right.
You know it is getting serious deepdive when Rax takes out ugly paint and writes with mouse. Most professional.
Are you commenting on the right video? I saw no "ugly" paint in this video.
actually super helpful, great video on the topic ty!
Thanks for the video. What Im struggling to find is how lucky hit chance boosters add to the base lucky hit chance. For example. Ice Shards has a base lucky hit chance of 16%. If I find an item that adds 10% lucky hit chance, Does my lucky hit chance go from 16% to 26% or does it go from 16% to 17.6%?
Good general explanation but I would have loved to see some specific discussion about D4. Like how some of the lucky hit is generic and some of it is specific to a particular skill. How do those two things interact with each other? Also, what is generic lucky hit applying to if it doesn't state a particular skill?
It's worth noting that it's not even as good as that because you don't just have the skill percentage, but also the effect percent chance. So when kick was 100% that didn't mean you got your lucky hit every kick, it was 100% TIMES the effect's lucky hit. If the effect only said 20% chance to XXX then it would be 100% times 20% so 20% of the time it would proc. Now that kick is 40%, that 20% chance to XXX would only proc 8% of the time (40% times 20% = 8%). So lucky hits are much less commonly proccing than you'd intuit from the info cards. Even more confusing, and I don't know the answer to this, but when something increases your lucky hit chance, it's not entirely clear to me how that math works. Is that modifying the skill's chance? The Effect's chance? Their combined chances (after multiplying)? Would a different order even matter?
increases effect your characters lucky hit effect stat, which is then multiplied with the skill lucky hit chance for the final proc. this video kind missed out explaining how that part works, and is super important.
@@n__m Got it. Thanks! It seems like those lucky powers can be really cool, but they also seem pretty unreliable. I wonder if there's going to be some big stat increases on them later in the game or if we'll all just end up mostly ignoring them.
This is extremely useful in explaining the mechanic in a way a non-math major can understand. Thank you!
Yeah, once someone explains this ,the numbers actually become so much easier to figure out.
Without the explanation it's impossible. I don't know how the avg player is supposed to do it. There should be an in game guide.
@@motherpigeon1582 If you don't know what it is , it was difficult to understand how I should be using it exactly.
Well, for me, it was.
@@motherpigeon1582 Coming from a D2 , Grim Dawn, Titan Quest background.
@raxxanterax if hydra skill has 25% lucky hit, and the item says 12% chance on lucky hit to proc lightning lets say..
When you activate the lucky hit of hydras, you have a 12% chance to prox lightning? Am i understanding this correctly?
What does "pierce" or "piercing" mean?
Does it mean it can attack the next enemy in a line?
O does it mean that it ignores barriers?
O that it actually repeats the same attack on the same enemy?
I need to know if it actually does something to a single target enemy, like Ashava for example
You should sell those MSPaint drawings as NFTs.
Do you have data mined for the Proc Coefficient for every skill in the game yet?
@4:03, its actually a way to BALANCE skills. You said yourself that some skills have low damage coefficient but higher lucky hit coefficient therefore giving them value aside from the things they already do. I know you said at the end its a balancing stat, I would just lead with that though because you have lots of people that hear the word "nerf" and have a mini heart attack. Great explanation, great videos Raxx.
He is an endgame obessive like a lot of youtubers, anything that balances the game is bad and is a "nerf". Great content but don't take a lot of what these types say at face value, they'd have you believe a minor nerf completely kills the game etc etc. Lucky Hit is a balancing tool, not a nerfing tool.
Does the Necro passive Hewed Flesh work with every instance of damage?
Thanks for the explanation. Didn't realise there was so much to theory building. This like Bachelor's Degree in gaming
Thank you for this! Very well explained
Could you explain thorns mechanics on minions. What work and what not. For example does needleflare works?
what does lucky hit proc? My lucky hit aspects already have a proc % associated with them. What sort of things might use this? I'm playing rogue and I see I have skills or passives in the skill tree that do something on lucky hit, are those going to be the only things your lucky hit skills are proc'ing or are there others?
also, even some of my passives have percentages already associated with them. Does that mean those lucky hit chances override my skill lucky hit %? I'm guessing those can be affected by lucky hit modifiers too.
Thanks for making this video so i will never have to explain this to my friends myself. You are the Boss!
Nice, thanks for explanation.
I thought it's a chance for "higher tier" crit, like in warframe (crit chance above 100% allows for possibility to double whatever your crit damage modifier).
Turns out vague naming creates more confusion. GJ Blizzard.
Fun fact: Proc is a shortening of spec_proc, special process. Back in the EQ days we also said "Programmed Random Occurrence" to simplify what Proc meant for new players when they asked in chat. It's debatable if one is "more correct" as a definition than the other but they're essentially interchangeable in the gaming context
A fellow EQ player, nice.
What happens when you have more lucky hit effects ?
Let's say I have an item and it says: lucky hit 50% chance to do 50 lightning damage and I have another item or skills that says lucky hit 25% chance to stun mob.
Let's say I'm using a skill that has a 25% lucky hit chance. When I get the lucky hit proc, do I have a chance on both effects ?
pretty clear explanation, thanks for this!
thank you for this, please explain what Fortify and Overpower is also.
Very well explained, thank you
are there any pesudo random mechanics implemented for these proc chance numbers in diablo 3 or 4?
How do we find out what various coefficients on various skills are so that we can compare and decide what we feel will be most valuable while we're stuck in this week + theorycraft simulation?
Oh OK, so it's just proc renamed.
I thought it was a chance to occur whenever you Crit (which I swear I thought I saw it described as such in one of the tool tips during the first beta).
How does Lucky Hit gear work then? Does it increase additively (which would be broken so guessing not) or multiplicatively.
Thanks for that Raxx. I actually didn't know what it was.
Question I have now is... there are skills like lucky hit +5% - 10% - 15% for sorceror. Say your lucky hit was 0.1, would it be 0.1 x 1.05/1.10/1.15, or would lucky hit become 0.15/0.2/0.25?
Most likely it's 15% of the value you already have. Say 7.5% on top of 50%. It would be too hard to balance 15% on top of a skill with low lucky hit, like 5-10%
Should be additive to the base. So in the example of Raxx, HotA had a 0.5 (50%) lucky hit chance. Since 5% is the same as 0.05, +5% should add up to 0.55 / 55% lucky hit chance now on HotA.
Skill A's lucky hit chance: 5%, Ur Sorceror's lucky hit chance on stats: 10% -> ur chance that proc skill A's lucky hit will be 0.05 x 0.1 = 0.005 (0.5%)
@@Benjamin.90 That would be too overpowered. That would bring 5% lucky hit skills to 20% and 60% to 75%, if you get 15% increased lucky hit. That's x4 bonus in the first case and x0.25 bonus in the second.
My issue i find is the lucky hit on skills being in % and scaling it, its confusing from that pov. Also do some skills Snapshot lucky hit and some have lucky hit for each tick?
does lucky hit improve crit chance or its total diff things
Thanks for the video, this does help a lot.
I am still wondering about some specifics, if anyone has any info I would very much appreciate any thoughts.
I'm specifically interested in Necromancer Blight pools and their lucky hit chance. I know the Blight skill has a 40% lucky hit chance. I've seen people post in other threads that the 40% is over the duration of the DOT effect. Does that mean if I cast Blight, that out of the entire 6 seconds of damage over time, there is a 40% chance that it procs lucky hit once, like each pool of blight has a 40% chance to trigger a lucky hit? Or, does it mean that each tick has a 40% chance to proc lucky hit?
What I'm hoping for is using lots of DOTs that are proccing lucky hit, that are triggering the 15% lucky hit chance of decrepify to cool down a skill by a second. I'm hoping lots of blight pools, will proc that enough to at least get a few seconds of cool down out of that skill. I'm not expecting a magic bullet, but am hoping to at least get a few seconds out of it, or am I way off? Has anyone tested?
So lucky hit doesnt have to do with the percentage on gear? I have gloves that says lucky hit has a 5% chance to restore up to 18% of your primary resource. I am using bone spear, so it would go off of the lucky hit of bone spear then 5% of the time it gets a lucky hit, it restores up to 18% essence?
another question - If i have 2 lucky hit "abilities", first with 10% chance and second with 20% and I used skill with 50% lucky it strike - how it works ? both of "abilities" can trigger in one time ? or it just can trigger max one of them, but not both ?
great explained RAXX, apriciate it ❤
Can you do a fortified explained, with gameplay examples. I feel like i got it based on ideas but in practice seems different
Do you know if lucky hit with barrier chance and lucky hit stack additively?
You know youre a badass Diablo Content creator when David Harbour calls you out and says whats up on the Blizz NYC Dinner! That was Epic!
Rax I know this this a d3 question, I understand your video is a d4 one, but I need to ask, iv played d3 for multiple yrs, and never really pushed seasonal content, until season 28, And I’m doing pretty good, I’m pushing the GR’s and I’m ranked under 4K so far for my DH, I keep looking at the leader board and Im seeing people clearing GR 150’s in 3-4 mins and they have not aug there character and have low gem levels, it’s does seem right, can you have a look and see what you think, im on Xbox series x. My apologies for asking this on your d4 video
Great video, thanks again!
Surly if it does 100% lightning damage then you do 100% more damage in both scenarios regardless of the attack speed of the skill?
Can you explain multiple lucky hits stacked on top of each other?
Like what if I have 2 different legendaries that have two different effects. Do both effects hit during the lucky hit, or have I just cut my lucky hit proc in half because I have 2 different ones?
Or do I not understand this at all despite Rax best effort, lol.
Oh my god; thank you, this is the best explanation for the keyword I’ve come across! My only nitpick is that I son’t think ‘lucky hit’ is a nerf that’s spun to sound good. Like you said, it’s for balancing; but it gives developers another knob to both nerf and buff things
Since Barb has 4 weapon slots in D4, I have a question. The 1-H weapons (used for WW) have a lower LH chance than those big 2-H weapons. Does the LH value for the character add all 4 weapon stats during WW?
All stats from all gear are added up before the multiplicative formula, so yes it all counts 👍
Are coefficient stats listed on legendary weapons? I don't recall ever seeing it.
what about if you have 100% light damage on hit + 100% fire damage on hit, for example? will be both procced?
Lucky hit x Lucky hit chance = odds that thing will happen. So 8% lucky hit chance on my meteor enchantment, for example, multiplied by a lucky hit rate of say 50% on a move, means that 4% of the time my meteor will activate when hitting a mob with that move. Haven't tested it but it seems to check out thus far.
So if i have the frost nova enchant (lucky hit: conjuration spell have 30% chance to unleash a frost nova) and i use ice blade with precision magic (71%*1.15=81% lucky hit) then each ice blade have 81%*30%= 24% chance to unleash a frost nova (freezing for 3secondes giving plenty of time to reproc a nova) + the node that make ennemies vulnerable with frost nova + the cdr node on ice blades(and as node) + ice shards enchant. Wouldn't that give me perma freezing inducing ice shard spamm?
So is %bonus on gear additive oder multiplicative?
In PoE math this would translate in PoB to either gain 10% or in second case 50% as extra Lightning damage on average.
In more real combat situations proc of a Lucky hit (now D4 mechanics and terms) has much more value the higher the single hit is, because thresholds for special effects like stun/shocks etc. are more easily met that way.
So for fast low damage hits those Lucky hits won't have the same benefit as for slow hard hitting skills. In this example 0,1 vs 0,5 its even more emphasized.
how does lucky hit works on AoE spells or DoT spells ?
1) If I cast blizzard and it hit 5 enemy - lucky hit is calculated for every enemy once (when I cast it) or individualy for every enemy?
2) when i cast some channel or dot spell - decompose - lucky hit chance is calculated for every tick ?
and how does lucky hit% and lucky hit while having a barrier behave? additively? seperate multiplier?
Hey Raxx, can you tell me If I understand this correctly please. Your lucky hit chance is calculated directly on your skill info... let's say ice shard starts at 16% and I have 50% extra lucky hit chance - Ice shard shows at 24%. From now let's say we take 3/3 Perma Frost (20% to get 15 mana back) so 20x .24 = Every shard has 4.8% chance to refund 20 mana. Same idea with 3/3 Snap Freeze ( Frost skills have UP TO 9% chance to freeze - not sure why they use the word UP TO here) so 9x .24 (iceshard) = Every shard has 2.2% chance to freeze. Last would be Elemental Attunement 3/3 ( Critical strikes have up to 15% chance to reset CD) so 15x.24x.35 (my cc) = Every shard has 1.26% chance to reset CD. Does that look good to you?
Really good explanation, thanks man!
Hey guys, hey Raxx,
I had a question and I hope u could answer it ; If I take fundamental puncture in upgrade for the basic skill (throw 3 blades instead of 1), do my blades have 35% lucky hit chance each ? (35% + 35% + 35%)?
the majour problem, is that it is not standardised across the skills in the game, for some skills, it would b like your example, and in others, it would be 35% total if all hits, aka 35% divided by 3 = 11.16....% per hit
@@gampie13 okay okay I’ll try by my own then, thx!
great content as always. hopefully youll get a solid few months from diablo 4 and build enough of an audience to move to new games comfortably
I'd take a video like that for overpower and all the other types of damage or crits linked to those.
You are getting better at Paint, and I didn't know it was even possible! The happy blonde barb deserves credit.
The confusing part is that you actually seem to have multiple coefficients. For example, your core and basic skills have a lucky hit, but then execution has a lucky hit, and other passive skills have lucky hits like lightning for example. So if the lucky hit of my core skill is 20%, and the lucky hit of lightning is 20%, does that mean every 5 core skill I have a 1/5 chance to cast lightning? So basically every 25th core skill will proc lightning?
Ok now that the obvious stuff is out of the way can we have a discution about the relation between skill lucky hit, lucky of of the actual thing being proc'd and the extra lucky hit? How does it add up?
This is almost the information I’m looking for - but I think many people are asking this question because of the sorcerer skill tree specifically:
We can reset a defensive cooldown every 10 seconds if our Critical is a lucky hit.
And nearby we can raise critical hot chance OR raise lucky hit %, and we have no guidelines for which is going to be more valuable…
Initial testing seems f’d in all directions, the skill almost never activates so we know there’s “other things”, and the lucky hit % certainly is one of them.
So it’s not 5% critical • 5% lucky, it’s ALSO •.30 lucky hit coefficient on chain lightning etc… but I also wonder does for instance - chain lighting bounces not proc at all? Despite their increased crit chance from bouncing they never seem to proc much.
the times i focused on this mechanic was when i was doing big aoe repeatedly and quickly with a huge lucky hit mod like execute non elite/boss mobs 6%+ chance
Nice, it's just a normalized proc coefficient. Finally someone explains it, great video.
Short and informative video i subbed
does anyone know if a skill that has 5 hits to it e.g. flurry or iceshards or rapid fire, does each hit of the skill have the 20% lucky hit for example if the skill hits all 5 hits it adds up to a total of 100% ?
Cause on all dialo 4 build planners that i have looked at it says 16%(per hit) for iceshards for example, now that could also mean per cast so i am really unsure bout this!
Lilith is going down for sure with this level of explanation. Thanks a lot!
Another great video man thanks
Are you able to see the lucky hit of each skill easily? that's my big sticking point is how the hell will I be able to discern this based on which skill I use to attack? Love your channel btw!
Only if you enable Advanced skill tooltips (the one that also shows min/max damage numbers instead of just an average, not the advanced item tooltips one). This percentage for that skill (if it has a lucky hit effect at all) is multiplied on the Lucky Hit stat seen in your character panel stats/materials popout. I assume it is best to improve your character's Lucky Hit before you try to improve Lucky Hit for individual skills. ua-cam.com/video/klDIpCESUw8/v-deo.html
Once again raxx with the top notch paint skills. Respect 💯 keep it up bro 😂
I found a bow that gave me critical hit damage on lucky hit, but realized I had 0 lucky hit. Does that mean the bow is useless until I get lucky hit? Or is there some hidden minimum value, like ~1% native to every character?
The proc coefficient on the skill is the base lucky hit chance. Bonus lucky hit chance from gear or whatever increases that base value.
For example, if you have an item that says "Lucky Hit: up to a 10% chance to instantly kill injured enemies.", you would multiply that 10% by the proc coefficient of the ability. So if youre using a skill that has a 50% proc coefficient, that lucky hit effect would have a 5% chance to proc when using that skill. A skill with a 75% coefficient would be a 7.5% chance, etc.
Any bonus lucky hit your character has is multiplicatively added to the proc coefficient, so if you have 10% bonus lucky hit from gear, instead of a 5% chance in the example above, youd have a 5.5% chance to proc the effect when using the 50% skill.
@@Hyperion602 Dude! Thank you so much, great explanation. Now the real question is, with a limited amount of affixes available, is Lucky Hit worth going after???
There should be a legendary achievement in game for getting lucky hit to proc something with frozen orb
Class is in session! Keep these coming.
I understand the purpose of Lucky Hit. I still don’t get how it’s used in d4 specifically, like how can we use it to our advantage. I assume different skills have different lucky hit %? do different weapons? I’d like to see actual examples in d4 to better understand it. thx for this tho as I was totally clueless before this video
you have to turn on the setting for more details on skills, then in the skill tree each active ability will list its lucky hit chance, they are based on the skill. Then passive skills or legendary powers will say something along the lines of "Lucky hit: 10% chance for lightning to hit for 200% damage" so that means when you proc a lucky hit, then a second random check is performed for the chance for lightning to strike. If a skill has 25% lucky hit chance, then ultimately there is a 2.5% chance for this lightning thing to happen each time you use the skill
Thanks for this video. Appreciate the explanation.
So let's say, there's a skill with 50% Lucky Hit Chance. Then I activated a passive skill with 10% "Increased Lucky Hit Chance" (like Rogue's Alchemist's Fortune). What's the effective Lucky Hit Chance of the first skill? Is it 50%+10% = 60%? Or is it 50% + (10% of 50%) = 55%?
great vid and easy to understand
The real question is: Is it Additive or Multiplicative?
If I have an item that increases my Lucky Hit by 30% and the skill I’m using has a base of 0.1.
Did I just get 0.4 or 0.13?
Appreciate the black background to not burn out my eyes! 😁