@@Mike-om4tv Yeah. Most people on Planet Earth suck ass. That doesn't mean I'm going to hold myself or others to shitty standards. Most people simply fail basic standards. Anyway, I appreciate that BioBoi is setting the record straight. There are a few other issues where he needs to do that. Hopefully he will, or did and I maybe missed it.
Also, you're really killing it as a content creator. Willing to admit when you're wrong, methodical testing, giving mature responses to our questions. First found you b/c of your amazing D2R content. I feel like your channel deserves a lot more subs.
really enjoying how much effort you are putting into these videos and overall the commitment to finding these “issues” that plague us necros and testing them for the community. you are becoming my go to source for any necro knowledge. there are people taking your builds and trying to replicate them. it’s interesting to see and entertaining to watch bc you can clearly see your influence in most content creators. keep up the great work and thank you!
Several people have mentioned it in the comments, but definitely, the wording on this seems to suggest it is per skill cast - so each CE will end up having a 6% chance to stun each monster assuming it sits in the blight for the entire time span, and similar to Bone Storm. Does explain why corpse generation feels so much healthier with blighted CE running though. Amusingly, it might even mean that the legendary aspect for Bone Storm duration when that's a darkness skill will make it even less likely to stun!
So the math adds up perfectly if you: Take the 12 ticks of corpse explosion and divide the skills total lucky hit by that number = 42% / 12 = 3.35% chance of lucky hit per tick. 15% chance on lucky hit to proc stun = 3.33% * 15% = 0.525% chance to proc so 600 hits gives 3.15 procs on average.
This is indeed how it works and honestly blizzard should change how things proc cause man shit shouldn't be this complicated and makes alot of the lucky hit proc gear useless for alot of builds
@@modernlegend_gaming is it complicated tho?It is basic algorithm, what were people expecting that 20% will be every 5 attacks?XD That is not how probability works, you need to have test group big enough.
Old comment. But if it's anything like Warcraft 3, then Blizzard might also be using a pseudo random mechanic that ensure percentages proc enough times to not be boring, but still being technically truthful to the displayed percentage. Like for example, in simplified terms. Every time your proc misses, your chance goes up a certain amount. And it goes on and on until you're ensured a proc, then the chance goes back down to the base level. That's why these ridiculous percentage chances seem to proc a lot more than in paper (at least I think it does). Again, not sure if true, just a hunch.
I'm starting to worry how complex and convoluted the lucky hit system is in the code of the game. Doesn't seem like we will be getting tooltip clarifications in a while.
to be fair, it's written in the game, proc on damage proc on damage, proc on skill proc on the whole skill, even if a dot (so if a dot tic 10 time the lucky hit average to 1/10th for the duration) but yeah it's a little bit convoluted
@@kynnvyr To be fair its all works exactly as it says it does. Lucky hit from an attack skill says "40%" Lucky hit on whatever item or skill says "5%" bonus lucky hit says "40%" so you take .4 times .05 times 1.4 = Lucky Hit chance. If it says "skills" then its per skill used, if it says "on damage" then its per hit. Its all written clearly. As far as is it balanced? HELLLLLLLLLLL no.
I see where this is going, and now I understand why there was so much confusion around abilities like Hydra and whether they were per cast or per hit. It sounds like a skill has a Lucky Hit chance coefficient and the actual wording of the Lucky Hit procs is what makes a difference. If something is based on an individual tick of damage, it factors the entire Lucky Hit every time damage is dealt. If something says a Skill has a chance to do a thing or you have a chance to do a thing when you cast a skill, then it's dividing the Lucky Hit chance into the total duration of the Skill. So that 40% CE Lucky Hit modifier is Up to 24% chance to proc on bosses meaning the chance is something like 9.6% every single time CE ticks, BUT the 40% gets divided by the total number of ticks first for things like, "Darkness Skills have up to a 15% chance". So instead of the stun being a 6% chance per tick, it's a 0.5% chance per tick or a 6% chance FOR THE ENTIRE DURATION OF CE. This makes so much sense if this is what you're about to say. Gonna keep watching. Edit: Oh my lord you've just added an entire secondary layer to this with the Decrepify proc. Wait, does the wording somehow imply that ANY SOURCE of damage can proc this? Can I place Decrep on a World Boss and watch my CDs come back at lightning speed from other players hitting it? This is so weird... I gotta test that interaction for sure. Edit 2: Okay, I am realizing that we're all fools and that the skills and effects work exactly like they say they do, but like LITERALLY EXACTLY like they say they do. This is the same feeling when you read a complicated card in something like Magic or YuGiOh, think you understand it, then realize it doesn't work that way but you can't be mad about it because it works exactly the way the card reads. I also think I realized why people are saying "Necrotic Carapace" is bugged. It isn't bugged, it works EXACTLY like it says it does. Whenever a Corpse is formed from your skills... HEWED FLESH ISNT A SKILL, IT'S A FREAKING PASASIVE. It's obvious why it doesn't work, we were all just too dumb (or too smart) to read the text completely. Smart people be like, "Of course it works this way. Hewed Flesh procs from a skill therefore a skill spawned a corpse therefore I should be fortified but I am not."
40% lucky hit chance for CE 12 ticks per blighted CE 3.33..3 lucky hit chance per tick Crippling Darkness 15% lucky hit chance 0.033x0.15=0.00495 That matches up right?
This is the way, and you can prove it with the skill that increases bone storm with corpses consumed. It should have the exact same lucky hit rate with increased duration because you’re still multiplying the total by the skill lucky hit tooltip
i havent read all the comments to see if anyone else said this, but my understanding of LHC is this. CE as a skill for me has a 53% LHC. my total LHC from gear/paragon is 33.5%. CE has a 53% LHC on CAST, then each tick has a 33.5% chance. now with hewed flesh, that 12/24% is a percent of the 33.5% (because it procs from the damage, so when the dmg gets a LH, there is a 12/24% chance for that LH to proc hewed flesh). same with abhorrent decrepify, each time an affected target takes damage, there is a 33.5% chance for a LH, of hits those that DO get a lucky hit, there is a 15% chance to reduce a CD by 1sec (i believe it even triggers from other players, which is why my CDs are much faster on things like world bosses vs NM bosses but thats speculation)
Thanks for making this. I was feeling like either my builds sucked or I was missing something. Good to hear folks are still investigating and getting scientific data. For me, since before launch I was brainstorming ways to get a permanent bone storm build. I planned to use the cooldown from rapid ocifiaction, but then the combo of lucky hit on decrepify and the fastblood aspect where blood orbs reduce ultimate cooldown. I thought with the enbalmer aspect to generate blood orbs when consuming corpses, plus lucky hit proccing from miasma on the Corpse explosions that it'd cool things down quickly. Turns out the rapid ocification was the only consistent performer. So in my findings I'd say that I didn't see any meaningful cooldown coming from decrepify with corpse explosion. I'd maybe get a second or two of cooldown per cycle of bonestorm. Weirdly I'd also say that enbalmer plus fastblood aspect wasn't working with corpse explosion either. I'd blow up 50-100 corpses and only see 3-5 blood orbs. Without any proof, I started wondering if the hewed flesh corpses just don't add to the 'proc pool' for lucky hit or for the consuming corpses aspect of enbalmer. Both ended up being a waste of space in my theory crafting and I specced back into more standard build options. I'm not going to quit my build ideas, at some point in the life of d4 I'm sure I'll get a perma bone storm, but not with these cooldowns, they just don't work the way I thought they would. Thanks for the info!
Agreed, lucky hit should be more transparent IMO. druids currently have a tornado lucky hit build that procs per tic of damage from tornado, however ive almost never seen bone storm proc abhorrent decrepify. Its really sad that the builds you think up dont work due to poor transparency
I've been trying to do the same but with infinite blood waves generating more blood orbs. I also found that corpse explosion on hewn flesh seems to generate absymally low blood orb count (maybe none at all and the only orbs are from real corpses?) certainly not 45% (max roll on amulet). A way to definitively test this could be do finish a nightmare dungeon and keep an elite alive, then sit inside the vulnerability zone, take off your gear so you dont kill the elite, then spam corpse explosion on the elite with hewn flesh corpses. see if many orbs generate.
I also experimented with bone storm cooldown. Thorns off of minions seems to be the most reliable. I tried so many aspects and skills, all it needed was 1 point in thorns
Very informative. I love your breakdown of the class. Great way to figure out maximizing your class. More people need to watch your videos' breakdowns of how each skill works best. Thank you for your help. It is very much appreciated.
When I played ESO there was a content creator named gilliam the rogue…he was sooo good at the math and testing of the content that ZoS hired him! Good luck macro 💯
The Lucky Hit of CE is 40%. The listed proc for crippling darkness is 15% on a lucky hit. That’s a 6% chance of both events happening. You popped 50 corpses. And you stunned 3x. That’s 6%. It seems like the math is working out when you look at it being applied to the entire SKILL rather than a damage instance. Or maybe I’m missing something. Disheartening? Sure - but it makes sense.
I think Kripp also mentioned that dot effects -> or in general skills that have multiple "stages" of attack aka A: HIT, B: DOT AREA/DURATION have different lucky hit chance or rather you have to divide it over duration/instances.
As a Necro main.... In every game, thank you. I am a darkness CE build. Without taking the time to math it out I could see that something wasn't going off quite right. The stun is so darn rare.
You should check your character sheet when equipping Lucky Hit items. It adds a section under your stats for each Lucky Hit effect, and in that section it references damage dealt the same as Hewed Flesh. The issue appears to be inconsistent application of Lucky Hit effects rather than they being tool-tipped differently.
I think it's right it's just the damage over time adds up to the 20% lucky chance on corpse explosion, it's just split into all the ticks so the 15% lucky chance on the 20% skill is still only like a 3% chance
Your data is invaluable for my experience and theory-crafting while playing Necro. I feel Necro is under-tuned and one of the more cerebral classes, you have to put a lot more understanding into your build than it seems for other classes. I primarily use Explosive Mist and Blighted Corpse Explosion with Decrepify in nearly all my builds because each damage instance stacking can drastically reduce my CD. I discovered this early on while leveling and with Explosive Mist, Blighted Corpse Explosion, Osseous Gale, and Ultimate Shadow; I'm able to keep nearly 100% uptime on Blood Mist and Bone Storm if there's more than 5 or so enemies to hit. Because of this I was able to to farm sigils significantly higher level than me because if the pack was big enough I was nearly permanently immune and the times I wasn't I had Shielding Storm barrier, Disobedience, Might, and Reap with DR passives to keep me much tankier than other classes. Of course the damage wasn't nearly as good; but eventually things would die. I also struggled very hard making Shadow Blight DoTs work for damage. It falls off really hard around level 70 even with Blighted and Decay Aspects. I had invested heavily into % DoT affixes and the paragon board and I just couldn't make it work, maybe because the base damage of Shadow Blight is so low and DoTs have some weird interactions with multipliers and don't benefit from crits. I now run a Sever Blight build with Empty Tomb, Empowering Reaper, and Bloodless Scream with Umbral for generation, and stacking as many multipliers such as damage to CC, damage to vuln, crit damage, etc and when my Blighted Aspect procs I'm hitting each Sever for around 300-500k (and sever hits 3 times) at level 80 with tons of CC such as chill, freeze, slow, and stun. I still have the Decrepify + Explosive Mist combo here so 24/7 Blood Mist keeps me alive long enough to get a Corpse Tendril off to pull and stun to get a chance to spam Severs. So far this build is working very well at level 80 for Tier 35-45 sigils; but I'm not sure how other classes and builds compare. I'm waiting for Black River and Howl from Below to try a 0 essence pure Blood Mist Corpse Explosion build next with Blighted, Decay, Damned, and Retribution. I'm also curious how Shared Misery or Edgemaster's interacts with Blighted Corpse Explosion.
@@MacroBioBoi Do you know if multiple separate sources of shadow damage proc Shadow Blight more often? For example, if I have a mob in Blight Pool, Miasma Corpse Explosion, Ultimate Shadow Bone Storm, Blood Soaked Blood Mist, AND Empowering Reaper Sever; am I getting 5 separate instances of shadow damage/DoTs for the purpose of proccing Shadow Blight? Are multiple overlapping instances of Miasma Corpse Explosion counted separately for purpose of "receiving DoT" (it seems to do more damage per tick) or are they all collated into one unified "amount of DoT damage". I'm not sure exactly how I would go about testing this. If multiple separate sources of shadow DoT are all combined into one "amount of damage to be dealt over time" then there'd be no way to make shadow blight proc faster other than applying more DoTs to different enemies. Maybe only skills that *don't* say "over x seconds" are counted separately. So Miasma CE, Bone Storm, Blight pool, and Sever DoT would be stacked together; but, the initial hit from Sever, and Blood Soaked Blood Mist (because it says "per second") would be countered additionally. Any thoughts? Also I'm curious how DoTs are snapshotted. For example, if I have Miasma CE down; and I get Blighted Aspect Proc for 180-240% multiplicative damage, does that not apply to the current Miasma CE on the ground? Does it only count for multiplicative damage if another CE is cast and applied? Does the new cast/application of the DoT get the extra damage if I cast it after my buffs or is it not counted unless the current DoT wears off on the mob and a new DoT is applied? Same question for aspects like Retribution or Damned.
This definitely wouldn't have been a surprise if you looked at Sorcerer lucky hit chances. Hydra has something like 70-80% lucky hit in the tooltip, but that's obviously not per instance of damage, but rather a chance of lucky hit proccing from a single cast of Hydra, assuming that it hits all the possible shots. This seems to be the exact same thing - the 42% lucky hit converts from being applied in a single instance for regular Corpse Explosion to being applied over all possible instances (12 ticks in this case).
The math from 57 to 42 seems mostly correct considering Den Mother seemed to walk out of a few CEs just in the video. Maybe she took reduced ticks, say 550, which would toss off the whole percentage of thr first part. I do love the testing with the extra skills though. Adds more to data pool.
so there is a bit of speculation on my part but what i am seeing mathmatically on this is if you estimate 20% for vs boss on damage you will find the numbers are more in line with what you are seeing. now it does say UP TO which tells me thats the max and the likelihood of actually hitting that is lower than 24% vs a boss. So 20% seems reasonable to a close approximation so .4 for the ability times .2 will give us .08 then multiply that with 600 you get 48, that is pretty freaking close. However this kinda falls apart when it comes to the stun. if you calculate it at max value ie .15 or 15 percent of .40 you will get .06 and since its of the skill we take your 50 casts and now multiply that by .06 and you will get 3. Which is spot on, so the conclusion i am drawing from this is the UP TO value is weighted based off of the number of possible sources of trigger. so in that case you are more likely to get the 15% off of a per cast ability rather than the 24% off of a per damage taken ability and i am willing to bet the on Hit is weighted even lower. But realistically i would just guess the more likely it is to proc the less likely it is to hit that full percent of procing the lucky hit effect. I understand why they did it that way but i am not a huge fan just because your 15% is really closer to 6% because multipliers on multipliers.. also its a nightmare to debug.
Hover over the blighted modifier; that's where the dot damage is shown. I'm also pretty sure darkness skill coefficients with dot tick is a misnomer based on a skill CAST versus tick of damage (which you did touch on) and I'm not sure that the 12% applies to each hit only each cast regardless of modifiers.
@macobioboi Fun fact even though corpse explosion changes tag to shadow and DOES NOT gain extra damage with +to shadow " as it should being a shadow skill once you change it" ... However it will scale with physical damage as of before you changed it to a shadow skill.
I am not going to read the comments but its is pretty plain english that if it says "on damage" it means on damage. And when it says "Skills" it means once per skill. So, even if you throw a dagger and it hits 3 times, it was only used once. So, on damage would be 3 times, on skill would be 1.
This is simple. One is lucky hit on damage/hit, another one is lucky hit per spell cast. One CE cast would tick 12 times, so the real lucky hit on each CE tick translate to tool tip per cast chance / 12. In game, not only can have lucky hit per hit, lucky hit per damage, lucky hit per cast, lucky hit per spawn etc.
I haven't really bothered with build guide videos (I mean just look around.... THIS BUILD DESTROYS ENDGAME AND IS BROKEN?!?!?! proceeds to show 5k damage Blood Lance build in WT2) and so I ended up playing a full Lucky Hit Corpse Explosion Necro based on my drops to level 82. I stack Lucky Hit to the extreme and use both Corpse Explosion uniques, I also use the Skeleton Reapers that have a chance to create corpses. Once I have ~3 Corpse Explosions going, I can basically just cast Corpse Explosion in full auto mode and stay on the trigger, the loop is infinite at that point. However, I didn't really understand what was going on behind the scenes, so this was very educational to watch. Thanks!
If someone commented this earlier, I apologize. I think by "Darkness skill" it means that it is per cast of the skill. I don't know if you did the math on it but you list 50 corpse explosions and 3 stagger effects. 50 * 0.4 * 0.15 = 3.
So the primary take-away is that the value of Umbral from Crippling Darkness is far lower than the expected value. Miasma CE is less about its interaction with Umbral (through CD) and more about the corpse consumption of Grim Harvest. Essence Generation from the interaction with Corpse Tendrils and Umbral is still a priority, however the points in Crippling Darkness can be delayed till the player has more Lucky Hit on their gear.
@@TheNikKon I think there is a period of time between 45 and 70 that it will be the best choice. It takes a lot of specialized gear to drop CE and I don't see that happening till the mid 70s at the earliest; CE just has too much utility prior to that point.
At an initial glance, it appears that dot skills are proccing lucky hit per cast instead of per damage instance. At the very least if we assume the previous hypothesis is true the math works out to exactly three procs.
@MacroBioBoi Thanks for doing all the hard work here! Just gunna throw this idea out there, the lucky hit effects give the condition for which they trigger, and since we've been told all lucky hits roll separately, it's probably rolling the condition first, then rolling your modifier, %chance on skills, etc. for example the crippling darkness says on darkness skills (implying the cast only), roll lucky hit chance to stun with a 0.15 mod where as hewed flesh would be on all instances of your damage, roll a lucky hit chance with a 0.12 mod This would account for a 12x difference in proc chance between those two passives. So including the modifiers, hewed would proc 9.6x per every 1 crippling darkness. Seems to line up pretty well with your data too. Sorry if you already said this, but basically I'm saying it's not broken, just very misleading (not protecting blizzard here, just trying to shed potential light lol) Cheers.
The only thing is that Crippling Darkness does not only apply when first cast. It randomly applies during the DOT duration, off different ticks when it does so. But I can still see it potentially only applying once per cast but how would it calc that and when to do it if it isnt always the first instance.
@@MacroBioBoi could be the chance per cast is divided among all hits over its entire duration, that will be a very low chance per tick if it is a skill that hits like 2 times per second for 8 seconds. Also to consider, the chance might be divided among all enemies hit not per enemy.
interesting about lucky hit...I heard that the blood fortify lucky hit doesn't proc enough so no use in taking it. But, how much lucky hit could make it worth while and is it like, per creature hit or ability cast etc? i could see a lucky hit build with hewed flesh, blood fortify off blood surge and combined with the decrepify ability where you get to decrease cdr with lucky hit, you could generate so many corpses that with blood mist corpse explosion cdr with decrepify cdr, you could stop using corpse explosion manually, only trigger it with blood mist, get ur full essence back, blood surge till ur run out of or run low on essence and blood mist is back up to blow up all the corpses to regenerate essence to blood surge spam again. this decrepify cdr with ossify cdr and your 8second increase to bone storm, could potentially keep bone storm almost permanently up. If you can bloody mist almost whenever you want because of how much cdr it gets from blowing up the corpses and decrpify cdr, and you can almost keep bone storm up all the way with ossify (blood surge spam uses a shit ton of essence) and decrepify CDR...you could have a really mean bloodsurge build where you only use mist and bone storm to proc all your corpse consuming abilities, so you can dump points in bloodsurge fortify, the extra darkness dmg passives and aspect's and literally just do massive darkness and blood surge dmg with just those 4 abilities, add maiden and curse dmg and you literally just spam bone storm and blood surge, using mist whenever you need to... Both darkness aspects Blood skill atk speed aspect Both bone aspects (darkness/time extension) Sacrifice aspect Blood surge essence refund(mothers ring) unique Immune Bubble Corpse Explosion armor stacking aspect without needing the blood orb's for fortify saves you a ton of points and paragon page u can then use to get the darkness paragon page, bone paragon page for the essence and just hit the node and legendary node for bloodsurge dmg. after that, you can actually still get the legendary and other 2 close nodes in the bone paragon page literally just for bone storm, since it will be up so much. If you don't have a basic attack and don't use corpse explosion manually... You can have bloodsurge, mist, both curses, bone storm bone prison(gets ossify cdr and generates essence) and you can seriously run a full darkness dmg build with massive uptime with bloodsurge keeping u healthy and fortified you wont miss the extra overblood proc every 15seconds and you wont miss the extra bloodsurge dmg off overheal but you can get them if you wanna use with temerity and elite barrier aspect. Put the sacrifice on ur amulet for the extra atkspeed from golem, overblood from mages and darkness from reaper skellies for the extra 50% for each... get the shadow passive and potentially make your mist have the shadow dmg aspect as well and the shadow dmg combined with the bloodsurge wave clear and huge uptime for mist/bonestorm with bone prison as a backup(could go tendrils but meh) U start the fight with bonestorm and mist to put urself in the middle of a group, drop decrepify, bloodsurge, then maiden, for more essence, then bone prison for more essence, then mist to pop all the corpses for full essence and probably close to full reset on blood mist cdr and rinse/repeat all while keeping up the constant dmg from bonestorm and the 15% dmg reduction AND the 20% crit chance which can proc off blood surge overblood's for massive dmg. priolucky hit chance(use a wand and focus gloves and jewelry with lucky hit) willpower and overblood stats, fortify generation and flat health, anything that does more or takes less from shadow damage over time enemies and essence reduction. no other stats really pump overblood dmg so just stack health and fortify and willpower and overblood for the blood surge procs. The corpses and other abilities are literally just there to keep you topped off on essence/fortify/cdr. The armor and bubble and evade procs from boots should keep you from getting cc'd to death but, ou can drop an aspect for another defensive but...this only works if lucky hit procs fortify and decrepify CDR enough....
So.. in the end this is all a non-updated tooltip issue. That base 40% lucky hit is per CE, while BCE has a 40/12= 3,33% lucky hit probability. It surely is demoralizing to read such a low number, but that seems to be the truth. Another fix would also be to add the total instances of damage because I didn't know how the "total damage" is applied from DoT skills.
Macro - one of the old build tools I used to use marked some skills as having Lucky Hit per use, and others as having lucky hit per hit. Corpse Explosion is actually tagged as being Lucky Hit per use, which fits the math of your Crippling Darkness procs. Logic falls down when you look at the Hewed Flesh procs though.
@@MacroBioBoi Yeah, so in the same way the build tool I used marked some skills as Lucky Hit per Use, and others as Lucky Hit per Hit, my guess is the passives in the tree will have similar tags (which the build tool doesn't show). It would mean Hewed Flesh is Lucky Hit per Hit, and Crippling Darkness per Use. It would mean that the Lucky Hit tags for spells would maybe only be relevant for gear related Lucky Hits? Mendells, of even resource on Lucky Hit.
why in sam hill did they invent the lucky hit system? sounds like some interns had to cobble together something that was "new" real quick. it doesnt explain how it really REALLY works, the rolls are already low baseline, and they have to roll atleast twice with an abysmally low chance to even get something to work.
the curse is the same as being in a party and wanting to proc. hewed flesh from the teammates hits. doesn't happen but the cooldown does happen because it's not when "you hit" it's when the enemy is "hit while afflicted by decrepify" meaning any damage from any source. as long as it counts as a "hit" procs it. that is the reason the skeletons can proc it. they are their own thing. you may say what abilities and stuff they can do but they don't count as your attacks or hits. they are small teammates you choose the skills of.
I have been running a minion + corpse explosion lucky hit Necro since release of the game. I know there is strength in the build and sometimes my lucky hit effects go wild. Like procing cooldown reduction off the decrepify passive on everything and getting back to back Army of the Dead within a 3 second window. But other times things seem lackluster. I want to know everything I possibly can about these mechanics. I've been trying to figure it out myself. Please keep these deep dives coming because I'm certain there's a DoT/lucky hit/minion build in here somewhere that is good.
Man, you and p4wnyhof put great efforts in your vids. Respect for that! I play a Shadow Blight + Tendrills + Corpse Explosion + Decrepify Minion Build (without Golem ). Would you recommend to use a 2H weapon or a high DPS Wand and a Shield for more lucky hit chance + protection?
If the clip of you fighting Den Mother is where you got the data used in your spreadsheet, your data set is flawed. In your table, you listed 600 ticks of BCE damage events. But if the Den Mother clip is the source, that 600 ticks is wrong since you overlapped multiple BCEs in at least 2 different instances which results in less overall ticks. Stacked BCEs don't all tick individually, the damage compounds and is adjusted based on the number of BCE dots currently applied. So if you have 5 corpses down and you pop 1 every second it is only 20 damage events, not 60.
Good content, I'm playing darkness necro with the unique Black River scythe and apperantly darkness corpse explosion is not working as intended with the scythe aspect. It doesn't do the big AOE visual like the normal corpse explosion, but the dmg multiplier works. If you ever going to show that maybe devs can fix it (i can also join your discord if you want and show in stream that)
The only way for DoT builds to compete with Crit Damage/Vulnerability builds is by building lots of Lucky Hits since theoretically every dot tick should be able to proc a lucky hit effect but for this to be viable you need lots and lots of lucky hits effects loaded into the build so that when a lucky hit happens at least one or 2 lucky hit effects proc. I don’t know if the gear currently in the game are that favorable for these builds, like Necromancer doesn’t have that much Lucky Hits effects built into their tree so they are very dependent on gear for these lucky hits effects.
Theoretically you could run a build that runs off Frostburns and all the damage to CC aspects; but I doubt that would be very good; especially since you'd want Howl from Below in the gloves slot and Black River in the weapon slot. It sucks because Grasping Veins is such an OP aspect for necromancers, but DoTs don't benefit from crit damage multipliers. You'd basically have to rely on Bone Prison for vuln with blighted and decay; maybe void as well; and stack as many separate sources of darkness damage as possible to proc Shadow Blight as much as possible. I don't know if separate darkness DoTs overlap for proccing Shadow Blight though. For example, if you had darkness bone storm, blood-soaked blood mist, blight pool bone prison, and miasma corpse explosion; do you have 4 times the rate of proccing shadowblight? What about multiple overlapping pools of miasma corpse explosion? If these damage instances overlap then the Blighted Aspect would be a huge source of multiplicative damage.
Are we not also talking about a percent of a percent? The wording is, approximately, "15% chance to proc 1 instance of "x" at a rate of 0%-10%". I could be wrong about that zero, but I doubt it.
No we're not. "Up to" is a very vague wording that's representative of the fact that the lucky hit ability cannot speak to the lucky hit chance of the skill that will be used to try and proc it. So it cannot say there's a 15% chance because the skill used may not have a 100% chance to lucky hit.
Question: Decrepify: Enemies hit while afflicted with Decrepify have up to 15% chance to reduce your active cooldowns by 1 second. Does that mean your allies can proc this? If so, could a team of 4 Necros just cast the curse, cast bone storm, and just sit on a boss together making cooldown non existent?
Another interaction with black river when you consume corpses, base corpse explosions aoe is increased as it should. When you use the shadow version the damage is increased but the aoe isn't effected at all.
I have a small suspicion that the area would increase if you didn't also have the passive from the tree, but I don't have the item to test, and the difference wouldn't matter at all
Thanks for all this videos. I am paying necromancer and did notice some stuff, that would improve my damage, just don’t make any difference in the end…
To me it looks like the proc chance is simply applies to using the Skill. Based on your Data you cast 50 times Corpse Explosion. if we do the math 50*0.15*0.4 we get exactly 3 expected procs for Crippling Darkness. Which would be exactly what the text says. "Darkness Skills" have up to 15% chance to Stun. Bone storm example is a bit small sample set with 6 casts but reasonable as we would expect 0.4 Procs so its reasonable that it proced once
The blight proc from the legendary affixes for sever and bone prison has lucky hit and I'm curious if it behaves like it was hard cast. I haven't tested if the affix that boosts core dmg after consuming corpses works yet but it was neat to have corpse tendrils happen right after a bone prison cast thanks to the heart.
Instead of using corpse explosion, corpse tendrils are way to go as the former one only triggers the lucky hit for per explosion and latter one can trigger per pulled enemy in a single cast. The results I'm having is also wild, before using tendrils and having corpse explosion I barely did a mid 60 nightmare dungeon with good modifiers, yet after swapping to tendrils I did a 78 with an unfavourable set of affixes. Especially ring triggers are constant now and I'm seeing 1-2 mil. bursts for per minion. Probably one of the strongest builds in D4 atm as it got bot DPS and Defence in a single package.
@@arturhazel4568 I'm using something similar to this built, you can find if you google "Kripp's Ring Of Mendeln Necro" there are few difference such as I'm using armour on amulet as lvl 80+ are quite hard hitting etc.
I got to level 70 and started playing nightmare dungeons with my sorc. Buddy. It was only then that i realized i did absolutely no damage using blood surge while this man was spriiiiiinting through these dungeons and i was still working on a single mob building up my rathmas.
So Corpse Explosion has a 40% Base Lucky Hit Chance, per use. That means, if we turn it into a Darkness Skill which ticks twice per second for 6 seconds, it's the 40% per use chance divided by 12 damage instances, so each hit has a 3.333 chance to proc Lucky Hit. Crippling Darkness has a 15% chance to proc on lucky hit. Meaning a ~0.5% chance to Stun for each Blighted Corpse Explosion tick. Does anybody know if damage over time ticks get merged or not? Let's say we have 5 Blighted Corpse Explosions stacked on target, each ticking damage twice per second. Is that still two damage ticks per second but at five times the damage, with a 1% chance to proc Crippling Darkness per second - or is that then ten ticks per second, with a 5% chance to proc per second?
Can you take a look at the Suppressor mod and it's interaction with lucky hit/Necro? I'm set-up for lucky hit with Ring of Mendeln. I can clear screens easy as I proc the effect extremely frequently, but the Suppressor mod seems to give immunity to lucky hit. In addition, it seems to have a very weird interaction with Blighted Corpse Explosion.
Anything that is targeted outside of the bubble, or cast from outside of the bubble, or channeled from outside of the bubble to inside of the bubble cannot hit the suppressor or anything else inside the bubble.
@@MacroBioBoi Yes, that's how it's supposed to work, but that doesn't appear to be the case. Ring of Mendlen and other lucky hit effects don't proc even when right up on the Suppressor. The only corpse I'll generate is the initial one from Reap, Ring of Mendeln doesn't proc, etc. I can clear WT4 very fast as I can spam lucky hits and mass proc Ring of Mendeln, but the second a Suppressor shows up all I can do is beat on it with Reap and Bone Spear for a few minutes.
Have you tested this with DoT that isn't BCE? IIRC BCE used to have a full 40% lucky hit per DoT tick which was incredibly OP so it got nerfed to be like other DoT skills with lucky hit being per-cast, but I wonder if this fix doesn't work with Hewed Flesh because it's coded different.
Pretty sure that just triggering a lucky kit doesn't always trigger all your lucky hit abilities you have to hit your lucky hit chance then hit a second role for the actual ability that you use.
I also noticed that i generate a lot of corpses with my darkness corpse explosion. But i aint complaining, i dont want a build being obsolete against bosses
I knew this is a rather old video however something doesn't sit right with me, you mention that you had 50 corpses during your test fight which resulted in 600 ticks, however sometimes you overlap the casts and when that happens the damage from the 2 casts is combined in a single tick. How does that work with lucky hit? does that have higher LHC when you combine multiple corpse explosions? or each tick has a static chance no matter how many CE are rolled into it.
I wonder if this is a bug or intended. I just got my Ring of Mendeln the other day, and while my damage did go up, I noticed the little explosion effect it does wasn't happening very often. I hope its just a bug and shadow corpse explosion isn't just suppose to have really low lucky hit chance.
so does ring of mendela work with corpse explosion shadow explosion of the initial cast or per tick? as im a explosive shadow build and i just got the mendela ring and wanna know if its worth using it
@@S34Mii But attack speed is not as important as I originally thought due to the cap. And a high attack speed normal CE might rival the DPS. This combined with the Lucky Hit oddities and I might head in a different direction.
The entire reason to make Lucky Hit a visible stat, instead of a background proc coefficient, is so we can have correct, upfront math do work with at a glance. Then they fucking go ahead and have more hidden proc coefficients BEHIND the lucky hit chance anyway. Bad game designers designing bad mechanics.
So is it double confirmed that Mendeln doesn't proc of skeleton attacks? I think I've seen it proc every now and then even when not using any skills so it is possible it's also procing of thorns.
This really worries me. I am a blight/corpse explosion necro at level 80. If Corpse explosion is not getting a damage increase from my paragon board.. I am quitting Necro.
@@Oxmosh I tried. I even did the test naked. The numbers seem to vary wildly and its hard for me to tell if there is any difference with or without Scourge Glyph.
Never had an issue with crippling darkness working. All my lucky hit skills work fine as a matter of fact. Hewed flesh works on ANY source of damage, which gives it a higher chance to work than something with a more strict condition like crippling darkness despite the percentages. It's why it happens much more often even though its percentage is lower than crippling darkness (except on bosses). Very educational though. Keep it up Macro.
Shadow Necro main weapon Blighted Corpse Explosion: Can't crit, nearly non existent lucky hit, can only have 5 out at a time. I'm convinced Blizzard never even bothered to test minion/shadow specializations.
Okay so why do druids lucky hit stuff actually proc the way you think it would which is why its tornado lucky hit build is its best build? Because if what I thought was true and you had abhorrent decrepify then and activated bone storm in a large pack of mobs you should have almost a full uptime on bone storm throughout a dungeon due to lucky hit reducing active cooldowns by 1 per tick. But ive never actually seen bone storm proc lucky hit on abhorrent decrepify
loads of mechanics are wonky as fuck dude, keep bringing them into the light and thank you for your hard work, i assure you blizzard are watching, they cant afford to fuck up this time round lol
Wouldnt it be fun if we actually get mechanics that are logical and get explained in games, so you dont need a PhD to actually know what you are doing right or wrong? Especially in a game that is supposed to be marketed to a more casual audience
I'm pretty sure that necro minions do trigger lucky hit. I've had them attack stuff with decrepify curse without any thorns and seen the lucky hit work on the cooldowns from minion attacks only. Edit: Just tested it again right now . Can confirm that minions DO trigger lucky hit proc from decrepify.
Yeah but Decrepify tooltip says "when you hit" and doesn't mention any skills. This would be a weird interaction because minions shouldn't have lucky hit; unless there's some hidden internal lucky hit number for everything even minions. What would be interesting to test is to see if minions can trigger "lucky hit: chance to restore hp/essence" affix on gloves, or chance to freeze from frostburns. Do shadow skeletons proc crippling darkness? This might be specifically from Decrepify because of the weird wording and acting as a debuff on the mob instead of a buff on your character. For example in another video, grasping veins aspect is the only thing that can cause overpower to benefit from a crit damage multiplier, likely because it's a debuff on the mob saying "receive % additional crit damage".
Playing the game, I've noticed the verbiage "Up to a chance XX%" on a lots of skills. Note that skills don't plainly say "A chance XX%"; it's always written in this specific way. Does anyone know exactly what this implies? Now I have zero data to prove my next idea, besides the decades of playing Blizzard games. It has always been a motif in their damage systems for procs to have internal cooldowns (ICDs) to prevent abuse of powerful proc effects. It would not surprise me to see why your overall end proc counts are so low that these skills have ICDs and that their lucky hit chances ramp back up to their stated chance over their ICD. Example: A proc has 'up to a 50% chance' to occur; proc has a hidden ICD of 3 seconds. Proc occurs. Now the proc rate scales from 0-50% over the next 3 seconds. After 3 seconds, the proc rate is back to 50%. This GREATLY reduces raw proc occurrence rate; given enough bonus lucky hit gear, the throughput of the proc rate isn't 50% * lucky hit, it becomes the ICD. If this is true, an idea that has zero proof, it just more reasoning to point to Lucky Hit has a shit affix and a waste of character power budget.
bro said he was wrong... on the internet... thumbs up
Complete and total honesty is the bare minimum requirement. Not something to get a prize for. Wtf man Jesus Christ.
@@ablasphemite1940lol according to who sir? Many people not even close buddy.
@@Mike-om4tv Yeah. Most people on Planet Earth suck ass. That doesn't mean I'm going to hold myself or others to shitty standards. Most people simply fail basic standards. Anyway, I appreciate that BioBoi is setting the record straight. There are a few other issues where he needs to do that. Hopefully he will, or did and I maybe missed it.
Respect
Is it really that uncomon?😂
Also, you're really killing it as a content creator. Willing to admit when you're wrong, methodical testing, giving mature responses to our questions. First found you b/c of your amazing D2R content. I feel like your channel deserves a lot more subs.
really enjoying how much effort you are putting into these videos and overall the commitment to finding these “issues” that plague us necros and testing them for the community. you are becoming my go to source for any necro knowledge. there are people taking your builds and trying to replicate them. it’s interesting to see and entertaining to watch bc you can clearly see your influence in most content creators. keep up the great work and thank you!
Several people have mentioned it in the comments, but definitely, the wording on this seems to suggest it is per skill cast - so each CE will end up having a 6% chance to stun each monster assuming it sits in the blight for the entire time span, and similar to Bone Storm. Does explain why corpse generation feels so much healthier with blighted CE running though. Amusingly, it might even mean that the legendary aspect for Bone Storm duration when that's a darkness skill will make it even less likely to stun!
So the math adds up perfectly if you:
Take the 12 ticks of corpse explosion and divide the skills total lucky hit by that number = 42% / 12 = 3.35% chance of lucky hit per tick. 15% chance on lucky hit to proc stun = 3.33% * 15% = 0.525% chance to proc so 600 hits gives 3.15 procs on average.
This is indeed how it works and honestly blizzard should change how things proc cause man shit shouldn't be this complicated and makes alot of the lucky hit proc gear useless for alot of builds
@@modernlegend_gaming is it complicated tho?It is basic algorithm, what were people expecting that 20% will be every 5 attacks?XD That is not how probability works, you need to have test group big enough.
Old comment. But if it's anything like Warcraft 3, then Blizzard might also be using a pseudo random mechanic that ensure percentages proc enough times to not be boring, but still being technically truthful to the displayed percentage.
Like for example, in simplified terms. Every time your proc misses, your chance goes up a certain amount. And it goes on and on until you're ensured a proc, then the chance goes back down to the base level. That's why these ridiculous percentage chances seem to proc a lot more than in paper (at least I think it does). Again, not sure if true, just a hunch.
I'm starting to worry how complex and convoluted the lucky hit system is in the code of the game. Doesn't seem like we will be getting tooltip clarifications in a while.
to be fair, it's written in the game, proc on damage proc on damage, proc on skill proc on the whole skill, even if a dot (so if a dot tic 10 time the lucky hit average to 1/10th for the duration) but yeah it's a little bit convoluted
@@kynnvyr To be fair its all works exactly as it says it does. Lucky hit from an attack skill says "40%" Lucky hit on whatever item or skill says "5%" bonus lucky hit says "40%" so you take .4 times .05 times 1.4 = Lucky Hit chance. If it says "skills" then its per skill used, if it says "on damage" then its per hit. Its all written clearly. As far as is it balanced? HELLLLLLLLLLL no.
might even take some frames from ya lmfao
I see where this is going, and now I understand why there was so much confusion around abilities like Hydra and whether they were per cast or per hit.
It sounds like a skill has a Lucky Hit chance coefficient and the actual wording of the Lucky Hit procs is what makes a difference. If something is based on an individual tick of damage, it factors the entire Lucky Hit every time damage is dealt. If something says a Skill has a chance to do a thing or you have a chance to do a thing when you cast a skill, then it's dividing the Lucky Hit chance into the total duration of the Skill. So that 40% CE Lucky Hit modifier is Up to 24% chance to proc on bosses meaning the chance is something like 9.6% every single time CE ticks, BUT the 40% gets divided by the total number of ticks first for things like, "Darkness Skills have up to a 15% chance". So instead of the stun being a 6% chance per tick, it's a 0.5% chance per tick or a 6% chance FOR THE ENTIRE DURATION OF CE.
This makes so much sense if this is what you're about to say. Gonna keep watching.
Edit:
Oh my lord you've just added an entire secondary layer to this with the Decrepify proc. Wait, does the wording somehow imply that ANY SOURCE of damage can proc this? Can I place Decrep on a World Boss and watch my CDs come back at lightning speed from other players hitting it? This is so weird... I gotta test that interaction for sure.
Edit 2:
Okay, I am realizing that we're all fools and that the skills and effects work exactly like they say they do, but like LITERALLY EXACTLY like they say they do. This is the same feeling when you read a complicated card in something like Magic or YuGiOh, think you understand it, then realize it doesn't work that way but you can't be mad about it because it works exactly the way the card reads.
I also think I realized why people are saying "Necrotic Carapace" is bugged. It isn't bugged, it works EXACTLY like it says it does. Whenever a Corpse is formed from your skills... HEWED FLESH ISNT A SKILL, IT'S A FREAKING PASASIVE. It's obvious why it doesn't work, we were all just too dumb (or too smart) to read the text completely. Smart people be like, "Of course it works this way. Hewed Flesh procs from a skill therefore a skill spawned a corpse therefore I should be fortified but I am not."
40% lucky hit chance for CE
12 ticks per blighted CE
3.33..3 lucky hit chance per tick
Crippling Darkness 15% lucky hit chance
0.033x0.15=0.00495
That matches up right?
This is the way, and you can prove it with the skill that increases bone storm with corpses consumed. It should have the exact same lucky hit rate with increased duration because you’re still multiplying the total by the skill lucky hit tooltip
i havent read all the comments to see if anyone else said this, but my understanding of LHC is this. CE as a skill for me has a 53% LHC. my total LHC from gear/paragon is 33.5%. CE has a 53% LHC on CAST, then each tick has a 33.5% chance. now with hewed flesh, that 12/24% is a percent of the 33.5% (because it procs from the damage, so when the dmg gets a LH, there is a 12/24% chance for that LH to proc hewed flesh). same with abhorrent decrepify, each time an affected target takes damage, there is a 33.5% chance for a LH, of hits those that DO get a lucky hit, there is a 15% chance to reduce a CD by 1sec (i believe it even triggers from other players, which is why my CDs are much faster on things like world bosses vs NM bosses but thats speculation)
Thanks for making this. I was feeling like either my builds sucked or I was missing something. Good to hear folks are still investigating and getting scientific data.
For me, since before launch I was brainstorming ways to get a permanent bone storm build. I planned to use the cooldown from rapid ocifiaction, but then the combo of lucky hit on decrepify and the fastblood aspect where blood orbs reduce ultimate cooldown. I thought with the enbalmer aspect to generate blood orbs when consuming corpses, plus lucky hit proccing from miasma on the Corpse explosions that it'd cool things down quickly. Turns out the rapid ocification was the only consistent performer.
So in my findings I'd say that I didn't see any meaningful cooldown coming from decrepify with corpse explosion. I'd maybe get a second or two of cooldown per cycle of bonestorm.
Weirdly I'd also say that enbalmer plus fastblood aspect wasn't working with corpse explosion either. I'd blow up 50-100 corpses and only see 3-5 blood orbs.
Without any proof, I started wondering if the hewed flesh corpses just don't add to the 'proc pool' for lucky hit or for the consuming corpses aspect of enbalmer. Both ended up being a waste of space in my theory crafting and I specced back into more standard build options.
I'm not going to quit my build ideas, at some point in the life of d4 I'm sure I'll get a perma bone storm, but not with these cooldowns, they just don't work the way I thought they would.
Thanks for the info!
Agreed, lucky hit should be more transparent IMO. druids currently have a tornado lucky hit build that procs per tic of damage from tornado, however ive almost never seen bone storm proc abhorrent decrepify. Its really sad that the builds you think up dont work due to poor transparency
I've been trying to do the same but with infinite blood waves generating more blood orbs.
I also found that corpse explosion on hewn flesh seems to generate absymally low blood orb count (maybe none at all and the only orbs are from real corpses?)
certainly not 45% (max roll on amulet).
A way to definitively test this could be do finish a nightmare dungeon and keep an elite alive, then sit inside the vulnerability zone, take off your gear so you dont kill the elite, then spam corpse explosion on the elite with hewn flesh corpses. see if many orbs generate.
I also experimented with bone storm cooldown. Thorns off of minions seems to be the most reliable. I tried so many aspects and skills, all it needed was 1 point in thorns
Very informative. I love your breakdown of the class. Great way to figure out maximizing your class. More people need to watch your videos' breakdowns of how each skill works best. Thank you for your help. It is very much appreciated.
When I played ESO there was a content creator named gilliam the rogue…he was sooo good at the math and testing of the content that ZoS hired him! Good luck macro 💯
The Lucky Hit of CE is 40%.
The listed proc for crippling darkness is 15% on a lucky hit.
That’s a 6% chance of both events happening.
You popped 50 corpses. And you stunned 3x.
That’s 6%.
It seems like the math is working out when you look at it being applied to the entire SKILL rather than a damage instance. Or maybe I’m missing something.
Disheartening? Sure - but it makes sense.
I think Kripp also mentioned that dot effects -> or in general skills that have multiple "stages" of attack aka A: HIT, B: DOT AREA/DURATION have different lucky hit chance or rather you have to divide it over duration/instances.
As a Necro main.... In every game, thank you. I am a darkness CE build. Without taking the time to math it out I could see that something wasn't going off quite right. The stun is so darn rare.
You should check your character sheet when equipping Lucky Hit items. It adds a section under your stats for each Lucky Hit effect, and in that section it references damage dealt the same as Hewed Flesh. The issue appears to be inconsistent application of Lucky Hit effects rather than they being tool-tipped differently.
I think it's right it's just the damage over time adds up to the 20% lucky chance on corpse explosion, it's just split into all the ticks so the 15% lucky chance on the 20% skill is still only like a 3% chance
Thanks for doing this testing! Makes me feel better about choosing atk speed over lucky hit resource on gloves.
(Decrepify is underrated IMO)
Your data is invaluable for my experience and theory-crafting while playing Necro. I feel Necro is under-tuned and one of the more cerebral classes, you have to put a lot more understanding into your build than it seems for other classes.
I primarily use Explosive Mist and Blighted Corpse Explosion with Decrepify in nearly all my builds because each damage instance stacking can drastically reduce my CD. I discovered this early on while leveling and with Explosive Mist, Blighted Corpse Explosion, Osseous Gale, and Ultimate Shadow; I'm able to keep nearly 100% uptime on Blood Mist and Bone Storm if there's more than 5 or so enemies to hit. Because of this I was able to to farm sigils significantly higher level than me because if the pack was big enough I was nearly permanently immune and the times I wasn't I had Shielding Storm barrier, Disobedience, Might, and Reap with DR passives to keep me much tankier than other classes. Of course the damage wasn't nearly as good; but eventually things would die.
I also struggled very hard making Shadow Blight DoTs work for damage. It falls off really hard around level 70 even with Blighted and Decay Aspects. I had invested heavily into % DoT affixes and the paragon board and I just couldn't make it work, maybe because the base damage of Shadow Blight is so low and DoTs have some weird interactions with multipliers and don't benefit from crits. I now run a Sever Blight build with Empty Tomb, Empowering Reaper, and Bloodless Scream with Umbral for generation, and stacking as many multipliers such as damage to CC, damage to vuln, crit damage, etc and when my Blighted Aspect procs I'm hitting each Sever for around 300-500k (and sever hits 3 times) at level 80 with tons of CC such as chill, freeze, slow, and stun. I still have the Decrepify + Explosive Mist combo here so 24/7 Blood Mist keeps me alive long enough to get a Corpse Tendril off to pull and stun to get a chance to spam Severs.
So far this build is working very well at level 80 for Tier 35-45 sigils; but I'm not sure how other classes and builds compare. I'm waiting for Black River and Howl from Below to try a 0 essence pure Blood Mist Corpse Explosion build next with Blighted, Decay, Damned, and Retribution. I'm also curious how Shared Misery or Edgemaster's interacts with Blighted Corpse Explosion.
Edge master only works on skills that spend a resource
@@MacroBioBoi Do you know if multiple separate sources of shadow damage proc Shadow Blight more often? For example, if I have a mob in Blight Pool, Miasma Corpse Explosion, Ultimate Shadow Bone Storm, Blood Soaked Blood Mist, AND Empowering Reaper Sever; am I getting 5 separate instances of shadow damage/DoTs for the purpose of proccing Shadow Blight?
Are multiple overlapping instances of Miasma Corpse Explosion counted separately for purpose of "receiving DoT" (it seems to do more damage per tick) or are they all collated into one unified "amount of DoT damage". I'm not sure exactly how I would go about testing this. If multiple separate sources of shadow DoT are all combined into one "amount of damage to be dealt over time" then there'd be no way to make shadow blight proc faster other than applying more DoTs to different enemies.
Maybe only skills that *don't* say "over x seconds" are counted separately. So Miasma CE, Bone Storm, Blight pool, and Sever DoT would be stacked together; but, the initial hit from Sever, and Blood Soaked Blood Mist (because it says "per second") would be countered additionally. Any thoughts?
Also I'm curious how DoTs are snapshotted. For example, if I have Miasma CE down; and I get Blighted Aspect Proc for 180-240% multiplicative damage, does that not apply to the current Miasma CE on the ground? Does it only count for multiplicative damage if another CE is cast and applied? Does the new cast/application of the DoT get the extra damage if I cast it after my buffs or is it not counted unless the current DoT wears off on the mob and a new DoT is applied? Same question for aspects like Retribution or Damned.
@@Mekose yes they do. And they snapshot on cast.
This definitely wouldn't have been a surprise if you looked at Sorcerer lucky hit chances. Hydra has something like 70-80% lucky hit in the tooltip, but that's obviously not per instance of damage, but rather a chance of lucky hit proccing from a single cast of Hydra, assuming that it hits all the possible shots. This seems to be the exact same thing - the 42% lucky hit converts from being applied in a single instance for regular Corpse Explosion to being applied over all possible instances (12 ticks in this case).
This is why Bone spear is crazy lucky hit generator for Necro. You get it to 75% and it procs every cast if it passes through multiple monsters.
Absolutely spectacular. I have been trying to find this information for weeks. Thank you
The math from 57 to 42 seems mostly correct considering Den Mother seemed to walk out of a few CEs just in the video. Maybe she took reduced ticks, say 550, which would toss off the whole percentage of thr first part.
I do love the testing with the extra skills though. Adds more to data pool.
so there is a bit of speculation on my part but what i am seeing mathmatically on this is if you estimate 20% for vs boss on damage you will find the numbers are more in line with what you are seeing. now it does say UP TO which tells me thats the max and the likelihood of actually hitting that is lower than 24% vs a boss. So 20% seems reasonable to a close approximation so .4 for the ability times .2 will give us .08 then multiply that with 600 you get 48, that is pretty freaking close. However this kinda falls apart when it comes to the stun. if you calculate it at max value ie .15 or 15 percent of .40 you will get .06 and since its of the skill we take your 50 casts and now multiply that by .06 and you will get 3. Which is spot on, so the conclusion i am drawing from this is the UP TO value is weighted based off of the number of possible sources of trigger. so in that case you are more likely to get the 15% off of a per cast ability rather than the 24% off of a per damage taken ability and i am willing to bet the on Hit is weighted even lower. But realistically i would just guess the more likely it is to proc the less likely it is to hit that full percent of procing the lucky hit effect. I understand why they did it that way but i am not a huge fan just because your 15% is really closer to 6% because multipliers on multipliers.. also its a nightmare to debug.
Hover over the blighted modifier; that's where the dot damage is shown. I'm also pretty sure darkness skill coefficients with dot tick is a misnomer based on a skill CAST versus tick of damage (which you did touch on) and I'm not sure that the 12% applies to each hit only each cast regardless of modifiers.
@macobioboi Fun fact even though corpse explosion changes tag to shadow and DOES NOT gain extra damage with +to shadow " as it should being a shadow skill once you change it" ... However it will scale with physical damage as of before you changed it to a shadow skill.
Just a tooltip bug, it scales with shadow. Proved this on a vid.
I am not going to read the comments but its is pretty plain english that if it says "on damage" it means on damage. And when it says "Skills" it means once per skill. So, even if you throw a dagger and it hits 3 times, it was only used once. So, on damage would be 3 times, on skill would be 1.
This is exactly the kind of information we need and i'm way way waaaay too lazy and dumb to test for
This is simple. One is lucky hit on damage/hit, another one is lucky hit per spell cast. One CE cast would tick 12 times, so the real lucky hit on each CE tick translate to tool tip per cast chance / 12.
In game, not only can have lucky hit per hit, lucky hit per damage, lucky hit per cast, lucky hit per spawn etc.
Good lord im happy that you are a necro main 😅
I haven't really bothered with build guide videos (I mean just look around.... THIS BUILD DESTROYS ENDGAME AND IS BROKEN?!?!?! proceeds to show 5k damage Blood Lance build in WT2) and so I ended up playing a full Lucky Hit Corpse Explosion Necro based on my drops to level 82. I stack Lucky Hit to the extreme and use both Corpse Explosion uniques, I also use the Skeleton Reapers that have a chance to create corpses. Once I have ~3 Corpse Explosions going, I can basically just cast Corpse Explosion in full auto mode and stay on the trigger, the loop is infinite at that point. However, I didn't really understand what was going on behind the scenes, so this was very educational to watch. Thanks!
If someone commented this earlier, I apologize. I think by "Darkness skill" it means that it is per cast of the skill. I don't know if you did the math on it but you list 50 corpse explosions and 3 stagger effects. 50 * 0.4 * 0.15 = 3.
So the primary take-away is that the value of Umbral from Crippling Darkness is far lower than the expected value. Miasma CE is less about its interaction with Umbral (through CD) and more about the corpse consumption of Grim Harvest. Essence Generation from the interaction with Corpse Tendrils and Umbral is still a priority, however the points in Crippling Darkness can be delayed till the player has more Lucky Hit on their gear.
Except by the point it becomes relevant you'd still be better off dropping CE entirely for bone prison and transitioning into the final iteration.
@@TheNikKon I think there is a period of time between 45 and 70 that it will be the best choice. It takes a lot of specialized gear to drop CE and I don't see that happening till the mid 70s at the earliest; CE just has too much utility prior to that point.
@@bobnewkirk7003 IMO the single biggest thing needed to drop CE is a 3, but really 4, roll on your umbral. Affix is straight up broken at a 4 roll.
At an initial glance, it appears that dot skills are proccing lucky hit per cast instead of per damage instance. At the very least if we assume the previous hypothesis is true the math works out to exactly three procs.
@MacroBioBoi Thanks for doing all the hard work here!
Just gunna throw this idea out there, the lucky hit effects give the condition for which they trigger, and since we've been told all lucky hits roll separately, it's probably rolling the condition first, then rolling your modifier, %chance on skills, etc.
for example the crippling darkness says on darkness skills (implying the cast only), roll lucky hit chance to stun with a 0.15 mod
where as hewed flesh would be on all instances of your damage, roll a lucky hit chance with a 0.12 mod
This would account for a 12x difference in proc chance between those two passives.
So including the modifiers, hewed would proc 9.6x per every 1 crippling darkness. Seems to line up pretty well with your data too.
Sorry if you already said this, but basically I'm saying it's not broken, just very misleading (not protecting blizzard here, just trying to shed potential light lol)
Cheers.
The only thing is that Crippling Darkness does not only apply when first cast. It randomly applies during the DOT duration, off different ticks when it does so. But I can still see it potentially only applying once per cast but how would it calc that and when to do it if it isnt always the first instance.
@@MacroBioBoi could be the chance per cast is divided among all hits over its entire duration, that will be a very low chance per tick if it is a skill that hits like 2 times per second for 8 seconds. Also to consider, the chance might be divided among all enemies hit not per enemy.
interesting about lucky hit...I heard that the blood fortify lucky hit doesn't proc enough so no use in taking it. But, how much lucky hit could make it worth while and is it like, per creature hit or ability cast etc?
i could see a lucky hit build with hewed flesh, blood fortify off blood surge and combined with the decrepify ability where you get to decrease cdr with lucky hit, you could generate so many corpses that with blood mist corpse explosion cdr with decrepify cdr, you could stop using corpse explosion manually, only trigger it with blood mist, get ur full essence back, blood surge till ur run out of or run low on essence and blood mist is back up to blow up all the corpses to regenerate essence to blood surge spam again. this decrepify cdr with ossify cdr and your 8second increase to bone storm, could potentially keep bone storm almost permanently up.
If you can bloody mist almost whenever you want because of how much cdr it gets from blowing up the corpses and decrpify cdr, and you can almost keep bone storm up all the way with ossify (blood surge spam uses a shit ton of essence) and decrepify CDR...you could have a really mean bloodsurge build where you only use mist and bone storm to proc all your corpse consuming abilities, so you can dump points in bloodsurge fortify, the extra darkness dmg passives and aspect's and literally just do massive darkness and blood surge dmg with just those 4 abilities, add maiden and curse dmg and you literally just spam bone storm and blood surge, using mist whenever you need to...
Both darkness aspects
Blood skill atk speed aspect
Both bone aspects (darkness/time extension)
Sacrifice aspect
Blood surge essence refund(mothers ring) unique
Immune Bubble
Corpse Explosion
armor stacking aspect
without needing the blood orb's for fortify saves you a ton of points and paragon page u can then use to get the darkness paragon page, bone paragon page for the essence and just hit the node and legendary node for bloodsurge dmg.
after that, you can actually still get the legendary and other 2 close nodes in the bone paragon page literally just for bone storm, since it will be up so much.
If you don't have a basic attack and don't use corpse explosion manually...
You can have bloodsurge, mist, both curses, bone storm bone prison(gets ossify cdr and generates essence) and you can seriously run a full darkness dmg build with massive uptime with bloodsurge keeping u healthy and fortified you wont miss the extra overblood proc every 15seconds and you wont miss the extra bloodsurge dmg off overheal but you can get them if you wanna use with temerity and elite barrier aspect.
Put the sacrifice on ur amulet for the extra atkspeed from golem, overblood from mages and darkness from reaper skellies for the extra 50% for each... get the shadow passive and potentially make your mist have the shadow dmg aspect as well and the shadow dmg combined with the bloodsurge wave clear and huge uptime for mist/bonestorm with bone prison as a backup(could go tendrils but meh)
U start the fight with bonestorm and mist to put urself in the middle of a group, drop decrepify, bloodsurge, then maiden, for more essence, then bone prison for more essence, then mist to pop all the corpses for full essence and probably close to full reset on blood mist cdr and rinse/repeat all while keeping up the constant dmg from bonestorm and the 15% dmg reduction AND the 20% crit chance which can proc off blood surge overblood's for massive dmg.
priolucky hit chance(use a wand and focus gloves and jewelry with lucky hit) willpower and overblood stats, fortify generation and flat health, anything that does more or takes less from shadow damage over time enemies and essence reduction. no other stats really pump overblood dmg so just stack health and fortify and willpower and overblood for the blood surge procs. The corpses and other abilities are literally just there to keep you topped off on essence/fortify/cdr. The armor and bubble and evade procs from boots should keep you from getting cc'd to death but, ou can drop an aspect for another defensive
but...this only works if lucky hit procs fortify and decrepify CDR enough....
cant tell how much ur videos have helped out, thx for the mad research bud, love it, keep em coming!
Thanks for all the work you do! My necro is pushing t40 plus nightmare dungeons solo and I'm not even level 80 yet
oh nice, what build/method u using?
So.. in the end this is all a non-updated tooltip issue. That base 40% lucky hit is per CE, while BCE has a 40/12= 3,33% lucky hit probability. It surely is demoralizing to read such a low number, but that seems to be the truth. Another fix would also be to add the total instances of damage because I didn't know how the "total damage" is applied from DoT skills.
Reminds me of JGOD who would also do all the weapon damage testing in warzone. Love the videos
Macro - one of the old build tools I used to use marked some skills as having Lucky Hit per use, and others as having lucky hit per hit.
Corpse Explosion is actually tagged as being Lucky Hit per use, which fits the math of your Crippling Darkness procs. Logic falls down when you look at the Hewed Flesh procs though.
It turns out every lucky hit ability has different trigger events. Which is wildly unintuitive.
@@MacroBioBoi Yeah, so in the same way the build tool I used marked some skills as Lucky Hit per Use, and others as Lucky Hit per Hit, my guess is the passives in the tree will have similar tags (which the build tool doesn't show).
It would mean Hewed Flesh is Lucky Hit per Hit, and Crippling Darkness per Use.
It would mean that the Lucky Hit tags for spells would maybe only be relevant for gear related Lucky Hits? Mendells, of even resource on Lucky Hit.
why in sam hill did they invent the lucky hit system? sounds like some interns had to cobble together something that was "new" real quick.
it doesnt explain how it really REALLY works, the rolls are already low baseline, and they have to roll atleast twice with an abysmally low chance to even get something to work.
Doing the lord's work, thank you for testing this.
Dude… Ty … you are the man!!!!!!!!! Always doing that work we don’t want to
the curse is the same as being in a party and wanting to proc. hewed flesh from the teammates hits. doesn't happen but the cooldown does happen because it's not when "you hit" it's when the enemy is "hit while afflicted by decrepify" meaning any damage from any source. as long as it counts as a "hit" procs it. that is the reason the skeletons can proc it. they are their own thing. you may say what abilities and stuff they can do but they don't count as your attacks or hits. they are small teammates you choose the skills of.
This was a burning question for me. Thanks
I have been running a minion + corpse explosion lucky hit Necro since release of the game. I know there is strength in the build and sometimes my lucky hit effects go wild. Like procing cooldown reduction off the decrepify passive on everything and getting back to back Army of the Dead within a 3 second window. But other times things seem lackluster.
I want to know everything I possibly can about these mechanics. I've been trying to figure it out myself. Please keep these deep dives coming because I'm certain there's a DoT/lucky hit/minion build in here somewhere that is good.
Loved seeing the break down, great video!
Man, you and p4wnyhof put great efforts in your vids. Respect for that!
I play a Shadow Blight + Tendrills + Corpse Explosion + Decrepify Minion Build (without Golem ). Would you recommend to use a 2H weapon or a high DPS Wand and a Shield for more lucky hit chance + protection?
Prolly wand combo
If the clip of you fighting Den Mother is where you got the data used in your spreadsheet, your data set is flawed. In your table, you listed 600 ticks of BCE damage events. But if the Den Mother clip is the source, that 600 ticks is wrong since you overlapped multiple BCEs in at least 2 different instances which results in less overall ticks. Stacked BCEs don't all tick individually, the damage compounds and is adjusted based on the number of BCE dots currently applied. So if you have 5 corpses down and you pop 1 every second it is only 20 damage events, not 60.
What you just said is not true. Each instance calculates its own ticks it only shows you a combined damage number, but thanks.
Good content, I'm playing darkness necro with the unique Black River scythe and apperantly darkness corpse explosion is not working as intended with the scythe aspect. It doesn't do the big AOE visual like the normal corpse explosion, but the dmg multiplier works. If you ever going to show that maybe devs can fix it (i can also join your discord if you want and show in stream that)
The only way for DoT builds to compete with Crit Damage/Vulnerability builds is by building lots of Lucky Hits since theoretically every dot tick should be able to proc a lucky hit effect but for this to be viable you need lots and lots of lucky hits effects loaded into the build so that when a lucky hit happens at least one or 2 lucky hit effects proc. I don’t know if the gear currently in the game are that favorable for these builds, like Necromancer doesn’t have that much Lucky Hits effects built into their tree so they are very dependent on gear for these lucky hits effects.
Theoretically you could run a build that runs off Frostburns and all the damage to CC aspects; but I doubt that would be very good; especially since you'd want Howl from Below in the gloves slot and Black River in the weapon slot. It sucks because Grasping Veins is such an OP aspect for necromancers, but DoTs don't benefit from crit damage multipliers.
You'd basically have to rely on Bone Prison for vuln with blighted and decay; maybe void as well; and stack as many separate sources of darkness damage as possible to proc Shadow Blight as much as possible. I don't know if separate darkness DoTs overlap for proccing Shadow Blight though. For example, if you had darkness bone storm, blood-soaked blood mist, blight pool bone prison, and miasma corpse explosion; do you have 4 times the rate of proccing shadowblight? What about multiple overlapping pools of miasma corpse explosion? If these damage instances overlap then the Blighted Aspect would be a huge source of multiplicative damage.
Warriors skeleton reapers do seems to apply lucky hit, as they alone participate in cool down reduction while Decrepify is on.
Ah yes, thank fuck D4 is less convoluted than PoE. Only 17 different types of Lucky Hit calculations.
Are we not also talking about a percent of a percent? The wording is, approximately, "15% chance to proc 1 instance of "x" at a rate of 0%-10%". I could be wrong about that zero, but I doubt it.
No we're not. "Up to" is a very vague wording that's representative of the fact that the lucky hit ability cannot speak to the lucky hit chance of the skill that will be used to try and proc it. So it cannot say there's a 15% chance because the skill used may not have a 100% chance to lucky hit.
Question:
Decrepify: Enemies hit while afflicted with Decrepify have up to 15% chance to reduce your active cooldowns by 1 second.
Does that mean your allies can proc this? If so, could a team of 4 Necros just cast the curse, cast bone storm, and just sit on a boss together making cooldown non existent?
Another interaction with black river when you consume corpses, base corpse explosions aoe is increased as it should. When you use the shadow version the damage is increased but the aoe isn't effected at all.
I have a small suspicion that the area would increase if you didn't also have the passive from the tree, but I don't have the item to test, and the difference wouldn't matter at all
thank you for doing the analytical research required to confirm these things that you'd expect this damn game company to have sorted out
Thanks for all this videos. I am paying necromancer and did notice some stuff, that would improve my damage, just don’t make any difference in the end…
Blizzard: I see, I see, so the minions health is too high.
To me it looks like the proc chance is simply applies to using the Skill.
Based on your Data you cast 50 times Corpse Explosion. if we do the math 50*0.15*0.4 we get exactly 3 expected procs for Crippling Darkness. Which would be exactly what the text says. "Darkness Skills" have up to 15% chance to Stun.
Bone storm example is a bit small sample set with 6 casts but reasonable as we would expect 0.4 Procs so its reasonable that it proced once
The blight proc from the legendary affixes for sever and bone prison has lucky hit and I'm curious if it behaves like it was hard cast. I haven't tested if the affix that boosts core dmg after consuming corpses works yet but it was neat to have corpse tendrils happen right after a bone prison cast thanks to the heart.
Instead of using corpse explosion, corpse tendrils are way to go as the former one only triggers the lucky hit for per explosion and latter one can trigger per pulled enemy in a single cast. The results I'm having is also wild, before using tendrils and having corpse explosion I barely did a mid 60 nightmare dungeon with good modifiers, yet after swapping to tendrils I did a 78 with an unfavourable set of affixes. Especially ring triggers are constant now and I'm seeing 1-2 mil. bursts for per minion. Probably one of the strongest builds in D4 atm as it got bot DPS and Defence in a single package.
Corpse Explosion also can trigger on each target in its radius. It is not once per cast.
Would you mind to provide your build?
@@arturhazel4568 I'm using something similar to this built, you can find if you google "Kripp's Ring Of Mendeln Necro" there are few difference such as I'm using armour on amulet as lvl 80+ are quite hard hitting etc.
I got to level 70 and started playing nightmare dungeons with my sorc. Buddy. It was only then that i realized i did absolutely no damage using blood surge while this man was spriiiiiinting through these dungeons and i was still working on a single mob building up my rathmas.
Yup
Back in the days (before RoS release maybe ?), each offensive skills in D3 had specific hidden proc chances.
Lucky hit doesn't add fun to the game, just makes for sweaty number crunching. Necro love! 💚💀
So Corpse Explosion has a 40% Base Lucky Hit Chance, per use. That means, if we turn it into a Darkness Skill which ticks twice per second for 6 seconds, it's the 40% per use chance divided by 12 damage instances, so each hit has a 3.333 chance to proc Lucky Hit.
Crippling Darkness has a 15% chance to proc on lucky hit. Meaning a ~0.5% chance to Stun for each Blighted Corpse Explosion tick.
Does anybody know if damage over time ticks get merged or not?
Let's say we have 5 Blighted Corpse Explosions stacked on target, each ticking damage twice per second. Is that still two damage ticks per second but at five times the damage, with a 1% chance to proc Crippling Darkness per second - or is that then ten ticks per second, with a 5% chance to proc per second?
Each corpse is Xplosion has its own triggers. The damage just shows as a single instance on the mobs
Can you take a look at the Suppressor mod and it's interaction with lucky hit/Necro? I'm set-up for lucky hit with Ring of Mendeln. I can clear screens easy as I proc the effect extremely frequently, but the Suppressor mod seems to give immunity to lucky hit. In addition, it seems to have a very weird interaction with Blighted Corpse Explosion.
Curios about this one too. I notice I dont trigger ring of mendeln inside the bubble. If they do proc it must be super low chance.
Anything that is targeted outside of the bubble, or cast from outside of the bubble, or channeled from outside of the bubble to inside of the bubble cannot hit the suppressor or anything else inside the bubble.
@MacroBioBoi i understand that but its when i am inside the circle with melee minion and sometimes mages, i cant seem to proc mendeln at all.
@@MacroBioBoi Yes, that's how it's supposed to work, but that doesn't appear to be the case. Ring of Mendlen and other lucky hit effects don't proc even when right up on the Suppressor. The only corpse I'll generate is the initial one from Reap, Ring of Mendeln doesn't proc, etc. I can clear WT4 very fast as I can spam lucky hits and mass proc Ring of Mendeln, but the second a Suppressor shows up all I can do is beat on it with Reap and Bone Spear for a few minutes.
Have you tested this with DoT that isn't BCE? IIRC BCE used to have a full 40% lucky hit per DoT tick which was incredibly OP so it got nerfed to be like other DoT skills with lucky hit being per-cast, but I wonder if this fix doesn't work with Hewed Flesh because it's coded different.
the unique scythe that freezes enemies affected by darkness doesn't work or at least I have never gotten it to proc off corpse explosion
Pretty sure that just triggering a lucky kit doesn't always trigger all your lucky hit abilities you have to hit your lucky hit chance then hit a second role for the actual ability that you use.
That is accurate, and intentional.
Thanks for the information!
Yeah thank Q.
I also noticed that i generate a lot of corpses with my darkness corpse explosion. But i aint complaining, i dont want a build being obsolete against bosses
I knew this is a rather old video however something doesn't sit right with me, you mention that you had 50 corpses during your test fight which resulted in 600 ticks, however sometimes you overlap the casts and when that happens the damage from the 2 casts is combined in a single tick.
How does that work with lucky hit? does that have higher LHC when you combine multiple corpse explosions? or each tick has a static chance no matter how many CE are rolled into it.
The damage shows as one number but they tic individually for LH
So just to clarify: thorns damage can proc Decrepify CDR, but not stun.
Also thorns damage does not proc hewed flesh
Did I get that right?
I've tested the cooldown reduction specifically. I believe the stun has the same verbiage, but yes, it does not proc Hewed flesh.
Just curious if you could answer a general non-necro question, Does lucky hit proc off of thorns? is a thorn-cc via lucky-umbral build viable?
Not normally, no.
@@MacroBioBoi Thanks! Appreciate the response.
I wonder if this is a bug or intended. I just got my Ring of Mendeln the other day, and while my damage did go up, I noticed the little explosion effect it does wasn't happening very often. I hope its just a bug and shadow corpse explosion isn't just suppose to have really low lucky hit chance.
so does ring of mendela work with corpse explosion shadow explosion of the initial cast or per tick? as im a explosive shadow build and i just got the mendela ring and wanna know if its worth using it
How does this work with Bone Spear? Is the 50% lucky hit divided among all enemies it pierces?
I've heard that you cannot have more than 5 active blighted corpse explosion AOEs. Can you confirm?
I can confirm that's cap. My build is to blow up tons of them at once to stack DOT damage. And it shreds when piled up
@@S34Mii But attack speed is not as important as I originally thought due to the cap. And a high attack speed normal CE might rival the DPS. This combined with the Lucky Hit oddities and I might head in a different direction.
Does mendeln damage apply to corpse explosion minion from howl from below? Does it "double dip" explosion damage?
That isn't a minion, it's a cool looking missile.
Great video. Thanks for the info.
The entire reason to make Lucky Hit a visible stat, instead of a background proc coefficient, is so we can have correct, upfront math do work with at a glance. Then they fucking go ahead and have more hidden proc coefficients BEHIND the lucky hit chance anyway. Bad game designers designing bad mechanics.
So is it double confirmed that Mendeln doesn't proc of skeleton attacks? I think I've seen it proc every now and then even when not using any skills so it is possible it's also procing of thorns.
This really worries me. I am a blight/corpse explosion necro at level 80. If Corpse explosion is not getting a damage increase from my paragon board.. I am quitting Necro.
just watch your damage in game with and without the glyph ... stop looking at the damn tooltips, they are always shit
Nah bro quit. Quitters suck anyway
@@Oxmosh I tried. I even did the test naked. The numbers seem to vary wildly and its hard for me to tell if there is any difference with or without Scourge Glyph.
I wondered if individual skills had hidden coefficient multipliers like they do in D3, I assume this means it is likely.
thanks for the video, really interesting
Never had an issue with crippling darkness working. All my lucky hit skills work fine as a matter of fact. Hewed flesh works on ANY source of damage, which gives it a higher chance to work than something with a more strict condition like crippling darkness despite the percentages. It's why it happens much more often even though its percentage is lower than crippling darkness (except on bosses). Very educational though. Keep it up Macro.
Shadow Necro main weapon Blighted Corpse Explosion: Can't crit, nearly non existent lucky hit, can only have 5 out at a time. I'm convinced Blizzard never even bothered to test minion/shadow specializations.
At least it stacks shadowblight I suppose
Okay so why do druids lucky hit stuff actually proc the way you think it would which is why its tornado lucky hit build is its best build? Because if what I thought was true and you had abhorrent decrepify then and activated bone storm in a large pack of mobs you should have almost a full uptime on bone storm throughout a dungeon due to lucky hit reducing active cooldowns by 1 per tick. But ive never actually seen bone storm proc lucky hit on abhorrent decrepify
loads of mechanics are wonky as fuck dude, keep bringing them into the light and thank you for your hard work, i assure you blizzard are watching, they cant afford to fuck up this time round lol
Wouldnt it be fun if we actually get mechanics that are logical and get explained in games, so you dont need a PhD to actually know what you are doing right or wrong?
Especially in a game that is supposed to be marketed to a more casual audience
Looks like the proc for stagger might have been per cast of skill not per tic of skill maybe... numbers seem to add up (ish)
Could you please test if Fueled by Death boosts the damage of next corpse explosion? 😊
I really wanted to do fist of fate with explosion to just keep rolling those chances sence I am running a minion build
At this point, Blizzard should hire you to balance their game
I'm pretty sure that necro minions do trigger lucky hit.
I've had them attack stuff with decrepify curse without any thorns and seen the lucky hit work on the cooldowns from minion attacks only.
Edit: Just tested it again right now . Can confirm that minions DO trigger lucky hit proc from decrepify.
Yeah but Decrepify tooltip says "when you hit" and doesn't mention any skills. This would be a weird interaction because minions shouldn't have lucky hit; unless there's some hidden internal lucky hit number for everything even minions.
What would be interesting to test is to see if minions can trigger "lucky hit: chance to restore hp/essence" affix on gloves, or chance to freeze from frostburns. Do shadow skeletons proc crippling darkness? This might be specifically from Decrepify because of the weird wording and acting as a debuff on the mob instead of a buff on your character.
For example in another video, grasping veins aspect is the only thing that can cause overpower to benefit from a crit damage multiplier, likely because it's a debuff on the mob saying "receive % additional crit damage".
Reaper minions trigger lucky hit with their wind up attack and not their base attack. Run your test again with just Skirmishers.
Playing the game, I've noticed the verbiage "Up to a chance XX%" on a lots of skills. Note that skills don't plainly say "A chance XX%"; it's always written in this specific way. Does anyone know exactly what this implies? Now I have zero data to prove my next idea, besides the decades of playing Blizzard games. It has always been a motif in their damage systems for procs to have internal cooldowns (ICDs) to prevent abuse of powerful proc effects. It would not surprise me to see why your overall end proc counts are so low that these skills have ICDs and that their lucky hit chances ramp back up to their stated chance over their ICD.
Example: A proc has 'up to a 50% chance' to occur; proc has a hidden ICD of 3 seconds. Proc occurs. Now the proc rate scales from 0-50% over the next 3 seconds. After 3 seconds, the proc rate is back to 50%. This GREATLY reduces raw proc occurrence rate; given enough bonus lucky hit gear, the throughput of the proc rate isn't 50% * lucky hit, it becomes the ICD.
If this is true, an idea that has zero proof, it just more reasoning to point to Lucky Hit has a shit affix and a waste of character power budget.
I think the “up to 50% chance” is trying to account for lucky hit chance. For example, IF you have 100% lucky hit chance, you would have a 50% to proc
Does the key passive shadowblight work with CE miasma?
Yes
@RodFergusson you are missing your lucky hit chance dude. Hire this man.
The damage on the tooltip is the base damage