Diablo IV - How Lucky Hit Works - Rogue - Deep Dive

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  • เผยแพร่เมื่อ 4 ต.ค. 2024

ความคิดเห็น • 463

  • @PlanetMoktar13
    @PlanetMoktar13 ปีที่แล้ว +56

    Your content and channel has single handedly kept me playing and enjoying the ups and downs of this game. I truly hope you keep doing this for years to come with other games. Best of success to you. Your channel is genius. Thanks Xarrio. 💪💪

    • @Xarrio
      @Xarrio  ปีที่แล้ว +4

      Glad you enjoy it!

  • @Basada79
    @Basada79 ปีที่แล้ว +31

    Been trying to explain this to a friend, telling him why i hate everything about lucky hit. This video was exactly what i needed to explain it correctly. Thanks

  • @cannnonfoddder
    @cannnonfoddder ปีที่แล้ว +17

    I've been paying more attention to these D4 game mechanic videos than I did during my uni lectures

  • @JAndersonGhost0326
    @JAndersonGhost0326 ปีที่แล้ว +91

    After playing last night and today, Siphoning Strikes is now less of a self heal and more of a way to die slower.

    • @reidyo5404
      @reidyo5404 ปีที่แล้ว +6

      Yah even with lucky hit rolls on gear, I couldn’t heal for shit

    • @Vansafe0
      @Vansafe0 ปีที่แล้ว

      @@reidyo5404 I had the same experience. Even using Cowl of the Nameless. The efficacy at 100 is severely decreased and not something you can rely on in higher nm dungeons. For leveling I don't see it being practical at all. Better off getting increase potion drops or DR.

    • @reidyo5404
      @reidyo5404 ปีที่แล้ว

      @@Vansafe0 it’s idiotic that the dev team push potions over heal. Why take out lifesteal in the game? The way things are, we still get one tapped by random regular monsters like the spirits or walking crossbows

    • @sabyasachidas7058
      @sabyasachidas7058 ปีที่แล้ว

      Yeah this ability is now useless.. It can heal for a bit but completely useless and cannot at all keep up with the damage you take..
      I'd definitely go for alternate ways of sustain.. some I can think of are
      1. Stolen vigor with momentum
      2. There is an aspect which heals with victimize explosions of you want to use those
      3. Life on kill rolls on your headpiece, rings ( my personal fav so far)
      Stolen vigor gives you a generic life regen which is more universal but consumes a defensive(??) aspect slot.. I like life on kill more on my rogue as it procs in situation where I need sustain mostly (i.e. in the midst of a big pack killing stuff) but wouldn't work on bosses at all unless they help you out with some adds to kill. You can combine with siphoning strike in that case for a bit of help and otherwise rely on potions but as a rogue most tough bosses require you to minimize taking damage at all (i.e. you are either at full hp or dead anyways)

    • @FusionKota
      @FusionKota ปีที่แล้ว +2

      ​@sabyasachidas7058 I was using stolen vigor on an amulet for my rogue in tier 3 for a while along with another aspect that heals you "x" life per second for every close enemy up to "x" amount. So I was effectively healing over 300hp per second at any given time in a group of enemies. I was able to sit and tank every boss I ever came across unless it CC'd me and stopped the momentum stack lol. I wasn't quite as deadly but I legitimately never had to use potions. I'm definitely removing all my points from siphoning and putting them into some resource gain or something lol.

  • @snowballandpals
    @snowballandpals ปีที่แล้ว +29

    I love the all situational stats in Diablo 4 - "Must be close, get a critical strike, a lucky hit, on a Tuesday, when its a full moon outside"

    • @verendradialsingh4869
      @verendradialsingh4869 ปีที่แล้ว

      The devs complicated their game with all these stats and how they synergies together and we still have so many things that don't work right, the can't even do proper coding in their own game without messing up other stuff.

  • @UknohweHwoits
    @UknohweHwoits ปีที่แล้ว +4

    THE BEST D4 Creator that does this kind of Content and one of the best overall. You deserve sooooo many more followers! Your videos are awesome!

  • @Sorain1
    @Sorain1 ปีที่แล้ว +1

    I don't play Diablo 4, but I find deep dives into it's design fascinating. Solid explanation.

  • @grimulfr0
    @grimulfr0 ปีที่แล้ว +13

    Awesome videos man, much better than the way others try to explain, and a lot of them seem to misunderstand mechanics that they claim to know.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +3

      Much appreciated!

  • @shawnmurphy234
    @shawnmurphy234 ปีที่แล้ว +3

    Best D4 mechanics explanations on the internet.

  • @matthewloni9198
    @matthewloni9198 ปีที่แล้ว +2

    I didn't realize lucky hit chance was multiplicative, I just assumed that having a 50% lucky hit chance on gear would add that 50% to the base lucky hit chance for the skill (ie 38%+50%=88%). Now i know that I shouldn't be stacking this too hard

  • @PRC533
    @PRC533 ปีที่แล้ว +5

    The exact same thing was done to the druid spirit boon, although I think it may still work on trampleslide with vasilly's prayer because of the massive aoe and multiple hits. However, with the amount of incoming damage now, a few % hp heal is not enough to build around.

    • @hashimrahman51
      @hashimrahman51 ปีที่แล้ว +1

      Of all the things to nerf on rogues… this was such a dumb nerf. It didn’t allow you to face tank-it was about QoL and not having to chug pots between mobs to heal chip damage.

  • @amurika6336
    @amurika6336 ปีที่แล้ว

    Ty professor watching your video is more enjoyable than leveling in d4

  • @bigimportantman1544
    @bigimportantman1544 ปีที่แล้ว +13

    I would have preferred that they nerf the heal to like 1.5% of your total health & skipped the lucky hit mechanic.
    The same thing happened to the Druid Spirit Boon & it literally nerfed some self-heal abilities by 97%.

  • @musiccommands8615
    @musiccommands8615 ปีที่แล้ว +20

    So lucky hit chance give you a percentage of a percentage.
    20% base luck hit + 50% Gear stat lucky hit chance = 30% lucky hit. Awesome.

    • @sneaky5141
      @sneaky5141 ปีที่แล้ว +3

      and 30% of the 75% on SS is what like 23%? 😭😭😭😭😭 i hope blizzard has an out of work hours fire and the game is lost

    • @W.M.1
      @W.M.1 ปีที่แล้ว +5

      LH is a % of a %, but ss only procs on crits, so another %.

    • @vormarsch
      @vormarsch ปีที่แล้ว

      @@W.M.1 yep it's that bad.
      Nobody wants to build for Lucky Hit chance, even if it was a flat increase to Lucky hit on skills, it wouldn't be enough.

    • @sneaky5141
      @sneaky5141 ปีที่แล้ว +4

      @@vormarsch lucky hit and vulnerable status need removing from the game
      borderlands learned this in 2012 with their game ruining slag debuff and awful stat balancing but blizzard chose to be blind i guess

    • @vormarsch
      @vormarsch ปีที่แล้ว +4

      @@sneaky5141 Yep, I think crowd-controlled status on mobs would be enough for a tagged-on damage increase.
      They could as well do away with the damage buckets (hidden) multipliers to make the game more accessible for everyone.
      Game core mechanics that has a player go and check on wiki pages or guides outside the game is not a professional game design.

  • @MrGaxar
    @MrGaxar ปีที่แล้ว +1

    Really well explained, very clear and enjoyable to watch and learn. Thank you

  • @Mike-jn8zw
    @Mike-jn8zw ปีที่แล้ว

    Very interesting, just saw 4 of your videos, great stuff! Keep it up! Thank you

  • @Nottim554
    @Nottim554 ปีที่แล้ว

    Thank you, this whole morning makes sense now

  • @Tobez
    @Tobez ปีที่แล้ว

    Appreciate this info so much. I completely misunderstood how the LH worked in this regard so now I can confidently remove those 3 points to put elsewhere.

  • @patrickwinham
    @patrickwinham ปีที่แล้ว

    Thank you so much this helped a TON!

  • @OGshmo
    @OGshmo ปีที่แล้ว +3

    I had a pretty strong Rogue Build with 40% crit and +30% Lucky Hit - so in theory, these changes were meant for the build I already had going. Even still, the survivability pre and post patch was blantantly worse. I agree with some of the changes they've made, but generally speaking this patch was a step in the wrong direction, especially when it comes to complete lack of new content.

  • @chipgettler
    @chipgettler ปีที่แล้ว

    Yeah, my Rogue who was squishy before is really mush after the nerf. I thought it was something I changed but seems not. Love the information Xarrio gives. I learn so much from this mathematical genius.

  • @Southpaw17
    @Southpaw17 ปีที่แล้ว +6

    Tornado druids went from 100% of their crits healing them, to 6% of their crits healing them, and Shred Druids dropped to 15% of their crits healing them.
    To put this in perspective, this is mathematically the same as changing the heal from 3% per crit to 0.18% per crit for Tornado or 0.45% for Shred. RF Rogue is very similar to shred's change here

    • @Sorain1
      @Sorain1 ปีที่แล้ว

      OUCH. Good lord those nerfs just keep coming with 'better make a new map of the continent' force eh?

    • @ethanfinch6899
      @ethanfinch6899 ปีที่แล้ว

      @@Sorain1he says this, but i still heal STUPID amounts with shred, take comments with a grain of salt

  • @3Dvertex
    @3Dvertex ปีที่แล้ว +6

    Would have been nice to have visuals comparing what it was before compared to what it is now, and how much effective hp each gave

    • @Xarrio
      @Xarrio  ปีที่แล้ว +3

      That would have been a good idea. It is basically (75%)*(LHC of the skill) worse than it was before.

    • @billtodd2194
      @billtodd2194 ปีที่แล้ว +2

      ​@@Xarrio You mean that % as effective, not that % worse. Using an example 33% LHC, it's 25% as effective, 4x worse, or nerfed by 75% depending how you want to phrase it.

    • @vraeljsp
      @vraeljsp ปีที่แล้ว +2

      Kind of a late reply but for comparison, before they changed it every critical strike healed 1% maximum life per skill point into siphoning strikes if you dealt it to a close enemy, regardless of the lucky hit chance for that attack.
      Now that they changed it, depending on which skill you are using, critical strikes have a roughly 8-20% chance to heal you for 1% of your life per skill point into siphoning strikes if you dealt it to a close enemy.
      If you relied on siphoning strikes as your only source of life steal/regeneration you’ll 100% want to switch to a different source because relying on something that only works 8-20% of the time (again, depending on which attack you’re using) sounds like an amazingly consistent way to die.
      I look at that as it not working 80-92% of the time.
      My rogue on eternal was critically striking multiple times per second while in combat. As long as she was swinging she was almost impossible to kill. Now she feels EXTREMELY squishy and I find myself dashing away in the middle of attacking in a panic as I gulp down potions because I was at 5% HP out of nowhere… at level 100. It is a colossal nerf that basically kills this passive. I would take increased movement speed after critically striking over siphoning strikes now any day.

  • @davidbowers2657
    @davidbowers2657 ปีที่แล้ว +1

    Your videos teach me so much. Thanks dude.

  • @SaberedQuill
    @SaberedQuill ปีที่แล้ว +1

    Thanks for the explanation and all your work! Salute

  • @bigbassjonz
    @bigbassjonz ปีที่แล้ว +11

    Lucky hit and vulnerability just needs to go away. They should buff the raw damage a bit more, give our crit damage back, and crit chance on one more piece of gear.

  • @c4ch3money
    @c4ch3money ปีที่แล้ว +2

    Hey I'm taking a break from d4 but wanted to throw one last like and comment on your channel before I peace out. Absolutely love your breakdowns and way you present your info, really made the game funner to play!

    • @Xarrio
      @Xarrio  ปีที่แล้ว +3

      Appreciate the support. Go touch some grass for me!

  • @ZzNinjadogszZ
    @ZzNinjadogszZ ปีที่แล้ว

    Thanks for explaining the math, something that most ppl don’t wanna do

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      You bet!

  • @MiBrCo4177
    @MiBrCo4177 ปีที่แล้ว +1

    the affix taht gives marksman a 10% chance to proc arrow storm.. with attack speed at +60% when i was leveling and trying different builds. I was proc'ing arrow storm every 3 seconds. it was pretty nice actually.

  • @happyaccidents156
    @happyaccidents156 ปีที่แล้ว +3

    A training dummy would be so helpful since so much information isn't fully explained.

  • @pokesmot6997
    @pokesmot6997 ปีที่แล้ว

    The only problem i have with this, being a rogue main who is using siphoning strike still, is that the rogues imbuements and many other passives increase crit chance across your abilities. With a basic combat loop your able to hit crazy crit chance. Which i do understand it doesnt increase lucky hits, but if your getting massive crit chance with ability stacking it seems to proc siphoning strike regularly. Being that flurry heals, thats the main go to for me.

  • @lml4502
    @lml4502 ปีที่แล้ว

    switching crowd control dmg reduction with hps regen aspect from momentum stacks turned out really well in response of the nerf on siph strikes

  • @lancegarcia4716
    @lancegarcia4716 ปีที่แล้ว

    You are the Einstein of gaming man I love it lol keep up the good work because every time I watch you I feel like I passed math class😂

  • @deathmelodic2807
    @deathmelodic2807 ปีที่แล้ว +1

    In my understanding all rapid fire arrows count as 1 single hit. And its not 10 arrows, the tooltip clearly says it fires 5 arrows, and with 3 combo points it fires 8 arrows and all of them still counts as 1 single hit.

  • @joeball2126
    @joeball2126 ปีที่แล้ว

    That was definitely worth a sub.

  • @mp9810
    @mp9810 ปีที่แล้ว

    Excellent explanation. Best i've seen.

  • @andreikoto4810
    @andreikoto4810 ปีที่แล้ว

    I switched one of my stats on the gear for +240 HP on kill and it works wonders. Instead of investing tons of slots for lucky hit, consider this one on your head or offhand (for druids).

  • @Codd23
    @Codd23 ปีที่แล้ว +1

    This video is way more interesting than the math class lol.

  • @KutsuuG
    @KutsuuG ปีที่แล้ว

    It's still very effective on bursting venoms TB build since we stack attack speed, lucky hit and crit chance as high as possible. I think it's worth being real about how OP siphoning strikes (and the druid version) was before the nerf. Even post-nerf I'm healing through the majority of chip damage/poison damage and I consider that really nice amount of sustain for 3 skill points investment.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      It was def op before the nerf, but now it has gone too far in the other direction unless you are playing some high lhc build + have a ton of aoe dmg.

    • @KutsuuG
      @KutsuuG ปีที่แล้ว

      @@Xarrio yeah that's fair, my impression is probably skewed since I'm playing a build that is ideal for siphoning.

  • @joshrees1591
    @joshrees1591 ปีที่แล้ว +3

    I’d love for you to dive in to attack speed versus lucky hit chance. For example. What’s the lucky hit proc rate with 10% attack speed on gloves versus adding lucky hit chance as an affix on your gloves. My assumption would be lucky hit chance > attack speed. But by how much? Furthermore, if it’s not substantial, is having attack speed better if it’s one or the other because naturally more attack speed is more damage so maybe if you’re left with a choice, go with attack speed. It’d be nice to know details on the difference as it pertains to lucky hit. Sorry, just curious.

    • @Xarrio
      @Xarrio  ปีที่แล้ว +7

      Good question. Both lucky hit and attack speed are comparable if all you care about it getting more lucky hits. 10% more LHC = 10% more lucky hits. 10% more attack speed = 10% more hits = 10% lucky hits (assuming you can just sit there casting all day). Now as you get more LHC or more atk speed, then percentage wise, you are gaining less lucky hits or attack speed per 10% that you add. So a balanced approach is best. Like 50% more attack speed and 50% more LHC would be better than 100% more LHC and 0% attack speed.

    • @im7254
      @im7254 ปีที่แล้ว +1

      attack speed has tons of benefits beyond lucky hit by the way. it lets you end animations faster so you can move away from danger for example. that's why I refuse to play with crossbows ever. sure you can evade to cancel animation but even switching targets takes longer

  • @afrohayabusa3299
    @afrohayabusa3299 ปีที่แล้ว

    Great video, and I definitely hope it gains some traction. With no dedicated healer classes, that was the only way I was staying alive as a rogue.

    • @via_negativa6183
      @via_negativa6183 ปีที่แล้ว

      Get some life on kill on your helmet.

    • @afrohayabusa3299
      @afrohayabusa3299 ปีที่แล้ว

      I have 16k health....thats not the problem

  • @ShaelTal
    @ShaelTal ปีที่แล้ว

    Love your videos!!

  • @Xarrio
    @Xarrio  ปีที่แล้ว +13

    Who is feeling lucky?~!

    • @joshrees1591
      @joshrees1591 ปีที่แล้ว

      I mean. When I get an Uber unique I’ll reply with yes 😂

    • @ahirunakamura9592
      @ahirunakamura9592 ปีที่แล้ว +2

      Lucky hit: 1% chance of Blizzard reverting this patch tomorrow.

    • @taniame
      @taniame ปีที่แล้ว

      Hey, powerball jackpot awaits. There is always a chance. It is 1 billion for todays winner.

    • @pencilcheck
      @pencilcheck ปีที่แล้ว

      My lucky hit build proc lucky hit effect quite often

    • @sabyasachidas7058
      @sabyasachidas7058 ปีที่แล้ว

      ​@@pencilcheckThere are abilities which proc on lucky hit and they are not bad at all .. especially when you start getting ancestral gear and get those LH rolls on gloves and rings, you can start getting those procs very very reliably.
      However in this case, it's not only a lucky hit req but also crit req and only 75% chance on top of that for a measly 3% life back. That makes it wayyy less inconsistent and considering the amount of damage you consistently take in this game it's better to look for an alternate source of sustain

  • @monitorlizard9971
    @monitorlizard9971 ปีที่แล้ว +1

    I havent noticed the health regain at all. Have had it since level 1 to 80.

  • @NGSxXReaperXx
    @NGSxXReaperXx ปีที่แล้ว

    For those playing rogue looking for finishing a build if u put lucky hit to heal and life on kill on some of ur more flexible spots it makes up for it yes siphoning was far superior but this is at least somewhat of an alternative it’s worked for my twisting blades rogue. You also need to keep in mind puncture is not the only ability that will proc it so as long as ur attacks fast lucky hits happen quicker

    • @AlexK-eh1lv
      @AlexK-eh1lv ปีที่แล้ว

      You get nice sustain from using momentum and the aspect for it, put it on necklace and on high roll you have over 1.2k sustain per second when you are fighting mobs. Life on kill is kinda weak, because on higher difficulty you need the sustain to kill the mobs, not wait to replenish from kills. I think this combo is the superior choice for sustain right now but it does lock you to momentum which kinda feels bad since close quarters combat is really nice choice too if you don't need the DR from momentum.

  • @aronhill6353
    @aronhill6353 ปีที่แล้ว

    Useful breakdown, thanks - very sad that it got gutted so badly, but I guess it frees up some skillpoints! 😂

  • @Im0nJupiter
    @Im0nJupiter ปีที่แล้ว

    Flurry+TB looking real good rn

  • @yusukeurameshi1727
    @yusukeurameshi1727 ปีที่แล้ว

    Siphoning strike is an excellent waste of 3 points lol. Well said!

  • @lightsoff4004
    @lightsoff4004 ปีที่แล้ว

    Wow thanks bro very informative lol

  • @ryanoptimus8214
    @ryanoptimus8214 ปีที่แล้ว

    Great breakdown!

  • @justinallen5215
    @justinallen5215 ปีที่แล้ว

    More Diablo math, please! The people love it!

  • @VictorMp92
    @VictorMp92 ปีที่แล้ว

    Great explanation!

  • @rizwansiddiqi7679
    @rizwansiddiqi7679 ปีที่แล้ว

    Excellent analysis. Plleeaaassse can you do Intervention with Alchemist Fortune and/or Second Wind please? Either of them good in any combination?

  • @marsovac
    @marsovac ปีที่แล้ว +2

    I just tried your assumption about rapid fire and lucky hits. Rapid fire does not seem to do 22% per arrow.
    I tested with the victimize passive where I can clearly see the lucky hit effects on screen. And I made sure to always fire rapid fire on a vulnerable enemy with 3 combo points (8 arrows). I was testing close to one of those shamans that ress to have a lot of tries durign testing.
    I had 27% lucky hit chance on the rapid fire tooltip. That amounts to 8*27% to do a lucky hit per rapid fire activation.
    And the victimize is 35% on lucky hit. 8*27%*0.35 is 75%.
    It seemed to me to be much less than that. Perhaps every third or 4th rapid fire I would see an explosion.
    Puncture on the other hand did the victimize explosions once every two punctures.
    Perhaps there is a mistake in my methodology of testing, but these are my findings. Perhaps monster were not getting hit by all arrows or something.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Did you make sure the enemy was vulnerable the whole time you were testing w/ rapid fire?

    • @marsovac
      @marsovac ปีที่แล้ว +1

      And during testing of the various passives I found out that Momentum is bugged. It says 8 seconds on the tooltip but the effect lasts for 4.

    • @marsovac
      @marsovac ปีที่แล้ว +1

      and that some enemies like Lycan Firewalkers can use abilities even while dazed :D (the jump that leaves a fire trail)

    • @borRIING
      @borRIING ปีที่แล้ว

      ​@@Xarrioit may be that the lucky hit chance is 22% on average after all hits are calculated. I remember hydra and ice swords for sorc used to say 100% lucky hit chance. But people speculated it was an average of after every hit of the conjuration's full duration. After the latest patch, hydra and ice swords lucky hit now shows 4%. Anyway, if you want to test lucky hit properly, I suggest running the dungeon with the corpse bone wall, then switch out your weapons to lvl 1 weapons so you don't do any damage. Take off glyphs and skill points if needed.

  • @JamesFuston
    @JamesFuston ปีที่แล้ว

    the second I saw Rob going over the patch notes and say this change was "no big deal" I knew it didn't check out. Druid's are tanky enough to survive having their crit = heal become a lucky hit, rogues simply aren't and I hope this gets reverted

  • @tigz6898
    @tigz6898 ปีที่แล้ว +3

    If mob clearing is fast, I would recommend life on Kill on helms (close to perfect roll) with teremity pants (atleast 30% barrier). While maintaining barrier, you'll rarely get invulnerable status so it helps a lot on survivability.

    • @Kangoo9
      @Kangoo9 ปีที่แล้ว +1

      what do you mean ? If we have a barrier, mobs cannot apply vulnerable on us ?

    • @godofchaoskhorne5043
      @godofchaoskhorne5043 ปีที่แล้ว

      Temerity got hit hard with this patch. I'm pretty sure they stealth nerfed it too. But even without that it's a lot less reliable now. I still have my abrrier up most of the time but a one or two hits from medium sized mob/large mob will remove my barrier. A big elite will remove 80% of my health with a full barrier.
      My barrage and puncture used to heal enough for me to have a constant barrier up even hugging larger mobs and an elite or two (depending on the elite).
      Now I need to kite enemies and esp elites and use cheesy things like doors to slow then down and wipe them while most of them are off screen and can't hit me etc. I still do incredible damage but I do so quick esp to larger enemies that I can't let mobs touch or surround me even for a split second. Which is great with all the absurdly unfair constant CC, spiderwebs, freeze, circles, locked projectiles etc
      The barrier seems smaller or they changed the visuals. It used to be a transparent bar over my health and another one over that covering 80%. Now it's one.

    • @im7254
      @im7254 ปีที่แล้ว

      I think the change is they nerfed close combat healing chance by a ton but buffed ranged healing chance from passive+aspect that I personally rely on. so I don't mind it myself. I rarely kill mobs close to them anyway

    • @stormysurge9083
      @stormysurge9083 ปีที่แล้ว

      vulnerable can definitely be applied by mobs. Your health bar will turn the same color as enemies do when you're vulnerable

    • @im7254
      @im7254 ปีที่แล้ว

      @@stormysurge9083 i thought it was when health sphere looks all cracked

  • @456012
    @456012 ปีที่แล้ว +9

    This nerf killed my TB rogue. So much harder to stay alive now

    • @thomasramirez718
      @thomasramirez718 ปีที่แล้ว

      Just gotta imprint defensive aspects and use terenity pants. Good help.

    • @vzwson4995
      @vzwson4995 ปีที่แล้ว +1

      No they didn’t? Lol. Poison TB is one of the strongest builds in S1.
      Tell me your clueless about Rogue without telling me your clueless about Rogue.

    • @musiccommands8615
      @musiccommands8615 ปีที่แล้ว

      They did the same for a druid passive. Blizzard said fuck everyone.

    • @ckskylark
      @ckskylark ปีที่แล้ว

      keep whining😂

    • @456012
      @456012 ปีที่แล้ว

      @@thomasramirez718 i do have them. Disobedience was nerfed. And they reduced armor by 30%

  • @NCixBRADYxi
    @NCixBRADYxi ปีที่แล้ว

    Stolen vigor has kept me alive at lvl 80+ on my twisting blades

  • @KEN-nh7om
    @KEN-nh7om ปีที่แล้ว

    Great video again. Imagine the increase in A students if school mathematics was taught through game mechanics

  • @JZ-xu3vg
    @JZ-xu3vg ปีที่แล้ว

    between the 30% lucky hit bonuses from skills and the almost 100% crit strike chance a rouge can get through paragon/skill/items by 70ish. its not that bad of a problem. it is commitment of about like 12 skills points. probly not an endgame build but i'm really happy with it and about half my aspects are lucky hit. Siphoning strikes can be replaced though. personally the best thing i've found for lucky hit is executing injured non-elites. if you get a decent roll its about a 19% chance on a two handed weapon with the paragon node you can add 30 more percent chance for that for a total of about 50 percent. cut that in half 25% of hits execute i'm not sure how aoe (twisted blades and puncture) is affected by this but its a slaughterhouse . with something like shadow damage everything explodes and dies. And the other CC aspects with lucky hit make the rouge comparable to other classes if you have technical skills. I would not be able to survive in upper tier dungeons without knocking down a whole mob and keeping them frozen before they cc me.

  • @verendradialsingh4869
    @verendradialsingh4869 ปีที่แล้ว

    Thanks for showing how lucky hit works,if siphoning stike is so bad then every other lucky hit ability is worse because non has 85% lucky hit chance im dont with lucky hit on my builds from now.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      I wouldn't say all lucky hit builds are bad, it is just that siphoning strikes doesn't give much (3% max life) per proc. I'm actually using siphoning strikes again tho, not because it is good, but just because it is better than nothing.

  • @justin9855
    @justin9855 ปีที่แล้ว +1

    It is still useful with penetrating shot w trick aspect, second wind

  • @taniame
    @taniame ปีที่แล้ว +1

    So is it worthy to still invest skill points in ss? I will say no. Mine is 40*35*75 in percentage. SS gave my rf rogue tons of survivability in 80+nm. Now it is gone.

  • @Wickedson408
    @Wickedson408 ปีที่แล้ว

    Blizz Devs need to watch this, apparently their mathematicians are in need of a refresher.

  • @brianhum8765
    @brianhum8765 ปีที่แล้ว

    Just the same way that vulnerable and crit damage are so much more better than the other damage buckets because they're multiplicative, every time you add an extra % into the equation the result gets multiplicatively worse. Siphoning is actually using 4, not 3 factors (close% * crit% * lucky hit% * 75%) and by design crits happen significantly less frequently than the criteria for some other lucky hit effects which is why siphoning is now garbage.

  • @DreadnThis
    @DreadnThis ปีที่แล้ว

    Basically yes, but the 50% LHC from gear/aspects is just applied directly to your skills tooltip before the "dice" are rolled.
    So your Rapid Fire on screen has 22% because you probably had roughly 10% LHC on when you took the image.
    So with 50% LHC your Rapid Fire would show 30% chance.
    Making the math (30%)(50%) = 15%. So correct answer you just made it more complicated.

  • @israel2515
    @israel2515 ปีที่แล้ว +1

    This single passive nerf totally killed my survivability as a rogue lol

    • @6Churches
      @6Churches ปีที่แล้ว

      I am wondering now where t.f. does my self heal come from then? Yikes at this change

    • @israel2515
      @israel2515 ปีที่แล้ว

      @@6Churches its only potions now man

  • @pencilcheck
    @pencilcheck ปีที่แล้ว +1

    Choosing the right skills that give you higher base lucky hit is important.

    • @brianhum8765
      @brianhum8765 ปีที่แล้ว

      You're missing the entire point that with siphoning, you're only getting credit for a miniscule fraction of your lucky hit. For every 1% of lucky hit you add in this example, it only actually adds .1425% chance to trigger siphoning (+1% lucky hit * 50% of enemies that are close * 38% crit *only 75% of these trigger siphoning). So you have to add 7% lucky hit to get a whopping 1% towards siphoning.
      The opportunity cost of putting lucky hit on gear instead of something else is just stupid now and rogues don't have huge life pools to begin with so going after 3% of a smaller number at such a bad exchange rate isn't optimal at all.
      It's also a horrible waste of those 3 skill points; 3 points in exploit comparatively gives you a massive +18% damage in basically all instances (as bursty as rogues are enemies spend almost no time not "Healthy" or "Injured").

    • @pencilcheck
      @pencilcheck ปีที่แล้ว

      @@brianhum8765 you don't understand that attack speed increases the frequency of those triggers. the seeds of the RNG also affects how likely something is being triggered. A lot of people don't understand between mathmatically random versus pesudo random that are in real implementations. I have high suspicion that there is a seed and this seed determines how likely something triggers. Sometimes you will get nothing at all, but sometimes you will constantly trigger at a very high rate. If you program any decent amount of time you will know what I mean. And since pesudo random is inherently biased, increasing even 18% + all the skill points in rogue that adds more lucky hit by CC and also by energy consumption is going to get you over to ~40% and that is huge! The lucky hits only made the siphoning strikes occur about 1-2 time every 5-10 seconds instead of 2-3 times every 1 second. Still very useful as it is still a good health recovery. And you need those regardless of builds

    • @brianhum8765
      @brianhum8765 ปีที่แล้ว

      @@pencilcheck Misread your original statement; yes increasing lucky hits via boosting other things like attack speed may prove to still be functional but it would still be sad if the best way to increase lucky hit is by increasing things other than lucky hit. That would also grant you a lot of benefits though like more combo points, dps, cc, etc. that siphon can't take credit for. I guess a more complete way of stating my opinion is that "it's ugly how much less effective siphon is but as squishy as rogues are and if you have a few other lucky hit procs, it might still be necessary enough to keep it".
      And yea I know what pseudo random is but unless a dev or someone confirms that it exists in D4's mechanics, it's purely speculation that that's the case. And in that case no one has been going about building builds correctly because no one had the correct information about the mechanics of the game.

    • @pencilcheck
      @pencilcheck ปีที่แล้ว

      @@brianhum8765 siphoning strikes isn't DR, I don't see it as survivability. I treat siphoning strikes as just a health regen and life steal that help so if I get into a long fight I can survive longer. However if you want to survive one shot, siphoning strike is useless.

  • @erikrubino6605
    @erikrubino6605 ปีที่แล้ว

    I felt pain when you called arrows bullets, but I understand you mean projectile bullet...

  • @joneszim680
    @joneszim680 ปีที่แล้ว

    Man i love your Videos. Please make some calculations about pvp builds and affixes. Also, i swapped to rugged - >reactive defense since it felt siphoning doesnt do shit anymore.

  • @godofchaoskhorne5043
    @godofchaoskhorne5043 ปีที่แล้ว +2

    Ps it's definitely not dead it's still the most reliable healing for a rogue. But it's also way way way worse. Previously it healed me enough to hug mobs and on or two elites. Bosses no problem even the butcher couldn't het through my temerity shield with my healing. But now a single large mob or elite will remove my entire shield and 80 of my health with it with a single attack. So I need to kite.

    • @stormysurge9083
      @stormysurge9083 ปีที่แล้ว

      That probably has a lot more to do with the armor and close/far dmg reduction nerfs. I went from 60% resist with my armor at my level to 40%

  • @OGshmo
    @OGshmo ปีที่แล้ว

    just to clarify: at the start you say that "2 out of 10 will be a lucky hit" referring to Rapid Fire. You should say "on average" at the end of that sentence, because it's totally possible that 0 out of 10 will lucky hit. or that 4 out of 10 will lucky hit on the next cast. It's important for people to understand this.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      You are correct. Thanks for pointing this out.

  • @LearningProbably
    @LearningProbably ปีที่แล้ว

    I'm sure you explain this in the video, I'm only 30 seconds in, but... They could make Siphoning Strikes a 100% Lucky Hit chance, and it'd still be horrible simply because it's now a lucky hit mechanic. It'd be different if the healing was boosted to like 4%/8%/12%, but still, aoe builds would benefit from it greatly.
    I understand the nerf. As a TB rogue, I was pretty much immortal and I had very few damage resistance affixes. It's very difficult trying to balance these general-purpose talents when you take into account single-target builds and aoe-target builds. Because AoE builds will always trigger lucky hits more; and when the lucky hit is survival-related, it's a big a deal. It's rough when you start looking at talents, and they implement a "Ranged Skills have this proc chance, Melee Skills have this proc chance." "Single-target skills have this proc chance, AoE skills have this proc chance." etc., no one wants to deal with that convolution.

  • @Ariozo111
    @Ariozo111 ปีที่แล้ว +1

    That 3 points was one thing that made Rogue little more solid and could take little more in higher tiers. It’s not all dead but for sure closer to Crap. Everyone that have a higher rogue will notice it’s 99% garbage now, and that 3p is better to spend on different skill and go ranged.😀

    • @Wickedson408
      @Wickedson408 ปีที่แล้ว

      Sucks that we are being forced into ranged

    • @PseudoNym100
      @PseudoNym100 ปีที่แล้ว

      I never really noticed a drop-off on my rogue. I was still shredding everything I did before patch.

  • @curtfloyd5068
    @curtfloyd5068 ปีที่แล้ว +1

    My head hurt after watching this just like when I used to do math hw

  • @prolikethat5995
    @prolikethat5995 ปีที่แล้ว

    As a rogue this drives me crazy that puncture works that way with the blades. Whats the point of lucky hit if it is guaranteed to proc and how do you get people to try the other basic skills when one offers everything you need.

  • @SamMaki
    @SamMaki ปีที่แล้ว

    The Armor and DR nerfs across all affixes are obviously worse than the SS nerf, but the SS nerf is still disgustingly huge. Luckily, Exposure didn't get nerfed and that's a mandatory passive talent for T100.

  • @lolongo
    @lolongo ปีที่แล้ว

    great explanation, but I could have used a comparison to how it worked pre-patch

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Pre-patch it was simple. You crit strike while close, you siphon strike.

  • @darthj_der7447
    @darthj_der7447 9 หลายเดือนก่อน

    11mins to say....dont use it 😂😂 😂 just kiddin man. Great explanation.

  • @Hanging_Brain
    @Hanging_Brain ปีที่แล้ว

    I use concealment for the 100% crit along side shadow imbuement. And it heals me for a TON with siphon strikes and i dont stack any LHC. Granted im only level 65, maybe my build stops working at higher levels.

  • @ki11em59
    @ki11em59 ปีที่แล้ว

    Another important point for classes like rogue and sorc is that they actually have additive lucky hit on the tree if you have the skill points to spare. These are often much more valuable than the rolls on gear
    5% additive on 20% lucky hit chance is the same as a 25% lucky hit bonus. That 1 skill point is worth both a glove and ring affix

    • @WesleyC638
      @WesleyC638 ปีที่แล้ว

      I think you're confusing "Additive (+)" vs "Multiplicative (x)". e.g. a point in Precision Magic on the Sorc tree gives +5% additive lucky hit chance, which is exactly the same as having 5% lucky hit chance on a piece of gear.

    • @shaxxshelmet1938
      @shaxxshelmet1938 ปีที่แล้ว

      It’s not actually additive, the tooltip is just wrong. You can tell because the lucky hit chance on imbuements doesn’t scale additively with alchemists fortune, it scales multiplicitively

    • @NanoNaps
      @NanoNaps ปีที่แล้ว

      It is additive with other sources of lucky hit (like on gear) not additive with the skills base lucky hit chance

    • @ki11em59
      @ki11em59 ปีที่แล้ว

      ok thanks for the info guys

    • @shaxxshelmet1938
      @shaxxshelmet1938 ปีที่แล้ว

      @@NanoNaps yes, and then that value is applied to skills multiplicatively

  • @noconsent
    @noconsent ปีที่แล้ว +1

    I always assumed it worked this way, and that I just got good lucky hit procs because I was hitting so much so often. but dang, even with our crazy attack speed, a percent of a percent of a percent is a lot more noticeable than just a percent of a percent. literally made it a dead skill even if you stack lucky hit.

  • @normy6801
    @normy6801 ปีที่แล้ว

    Thanks for explaining to realize how bad and useless this passive is. Did they not know how their math model works? Will you move these 3 points to other passive or ability?

  • @sleepsalibi9080
    @sleepsalibi9080 ปีที่แล้ว

    Your content is extremely helpful. Any chance you could help me on knowing whether or not 3 ranks of exploit is worth using over malice or weapon mastery? I already watched your video on malice vs weapon mastery, wonderful work you're doing for us.

  • @Tyrant_2000
    @Tyrant_2000 ปีที่แล้ว

    May I ask what your Educational/Professional background is? I'm just curious how/where you got your Mathematic/Logical thinking. It's nice to see in this space. I that way as well. I got it naturally, but 'honed it' while learning Computer Science/Programming. Keep up the great content!

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      I have a degree in the sciences/math space. So years of practice!

  • @DmitrySholokhov
    @DmitrySholokhov ปีที่แล้ว

    That gutted my flurry rogue. I was pushing 58-59 nm dungeons (being level 94), and now I can't sustain in crowds, and poison is just melting me >_< Welp, back to nightmare 47 I guess.

  • @UnderNewbie
    @UnderNewbie ปีที่แล้ว

    I still don't understand why Blizz wants to do this. What is the philosopphy behind?

  • @Dextermoon1
    @Dextermoon1 ปีที่แล้ว

    This was great ty

  • @OwnedSoulReaver
    @OwnedSoulReaver ปีที่แล้ว

    Yeah! Thx!)

  • @Age1337H
    @Age1337H ปีที่แล้ว +1

    What do u think about the unique helmet that increase lucky hit against cc enemy? Penetration shot have a 50 % LHC, do u know if this count for every enemy hit? found the new unique bow for Penetration shot yesterday and thinking about to change to PS build.

  • @sedication
    @sedication ปีที่แล้ว

    This nerf was so absurd. They should've at least removed the crit strike requirement.

  • @nascentdnb7657
    @nascentdnb7657 11 หลายเดือนก่อน

    I really appreciate this video! Now I know that it's a pretty horrible modifier and won't be trying to build around it

  • @brianzhang1874
    @brianzhang1874 ปีที่แล้ว

    Hey Xarrio, would it be possible for you to do a deep dive on what base damage dealt means? It's on gohr's as well as barbarian's bleed aspect. its hard to determine base damage dealt total includes core skill damage lines, if it occurs after edgemaster's aspect, if stuff like violent whirlwind affect it, etc. Thanks!

  • @FLYounGiLZ
    @FLYounGiLZ ปีที่แล้ว

    Safe to say with the rapid fire build we might look into the ring that increases Potion drops and gives us a damage buff now for close fights

    • @FLYounGiLZ
      @FLYounGiLZ ปีที่แล้ว

      This change might have slightly buffed temerity as our helmet slot got a lucky hit chance when we have a barrier. And temerity makes our potions stronger ? Along with 25x damage and potion pickup damage ?

    • @chrisw4672
      @chrisw4672 ปีที่แล้ว

      @@FLYounGiLZ Losing too much DR with trashy Temerity, my lv100 sorc gets 1tap with 8k barrier up

    • @banhandleusernames
      @banhandleusernames ปีที่แล้ว

      @@FLYounGiLZ idk what nm tier dungeons you running boy but after the DR nerfs, and even with those nerfed DR, I'm getting 1 tapped by an archer in tier 70 NM dungeon that I used to be able to run with no problem.

  • @johnnywong2583
    @johnnywong2583 ปีที่แล้ว

    I guess this change just kill almost all melee rogues (because they also make it so only the main strikes of TB can activate siphoning strikes). Perhaps frostbitten/noxious ice/ icy alchemist/surprise variations may have a chance at high level NM because of the CC. Oh and after the nerf to armor and DRs, I suppose dodge rate has a higher effective health then?

  • @andrewilliams1580
    @andrewilliams1580 ปีที่แล้ว

    In this scenario lucky hit is bad, but when I was using my trap build lucky hit also procd off ticks enemies spent on the poison trap

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Big AOE stuff can make it decent for sure.

  • @om3gaknight
    @om3gaknight ปีที่แล้ว +1

    Problem is there are no alternatives to sustain, even if it sucks its better than nothing, still worth the 3 points.

  • @sergeyreklama4198
    @sergeyreklama4198 ปีที่แล้ว +3

    Im still feeling lucky😂. Gloves+x2 rings, 1 passive and attack speed cap. Not much choice for now to survive in 90-100nm. But for season start its close to useless passive.

    • @im7254
      @im7254 ปีที่แล้ว

      how are you reaching attack speed cap? I get 50% from weapon aspect, 25% from unique knife plus puncture, 10% from paragon board, 10% from gloves. cqb passive is another potential 10-20% but it doesn't have healing like victimize so I pass on it. and bow 22% faster base speed over crossbow isn't limited by bonus cap. rf lucky hits only seem to check on first bullet for me so I use basic attack when I really want to proc them

    • @Mohawkwarrior999
      @Mohawkwarrior999 ปีที่แล้ว

      What is the attack speed cap?

    • @im7254
      @im7254 ปีที่แล้ว

      @@Mohawkwarrior999 100% apparently. although unlike movement speed i don't see it in stats tooltip so going by forums.

    • @sergeyreklama4198
      @sergeyreklama4198 ปีที่แล้ว

      @@im7254 cap is +100% as far as i know, and u can get it easy. Crossbow aspect 50%, 15% gloves, 15 helmet, 15 condemnation dagger, 30 Achearas dagger, 30 basic attack speed aspect, 15% passive if u play poison/trap rogue, also those passives when u get less then half resource u get +15%,, close quarters combat 20, and elixir 20%. Its like 200+ already :) so u can chose how to stack.

    • @im7254
      @im7254 ปีที่แล้ว

      ​@@sergeyreklama4198 btw helmet affix and condemnation is basic attack speed only, i meant all attack speed (so I meant asheara dagger)

  • @Rilo888
    @Rilo888 ปีที่แล้ว +1

    The double cord build with rapid and flurry became significantly more viable since flurry can at least heal while popping. Sure you’d lose out on this but twisting blades suffers now

    • @fraxesz1598
      @fraxesz1598 ปีที่แล้ว

      Lol, what do you mean? Every rogue suffers now!

    • @Rilo888
      @Rilo888 ปีที่แล้ว

      @@fraxesz1598 dude read. Every rogue suffers, every class suffers but be realistic majority was twisting blades. Over 60 of rouges were twisting blades as being the most potent builds. The double core build is gonna be the best now with flurry rapid fire. If your a rouge main and don’t know what flurry offers then idk what to tell ya. It’s the healing aspect specifically since siphon got gutted. And then you play more into rapid fire for burst and distance as necessary that way your not alway risking close quarters with the armor nerfs. There was a reason why people where able to run head on into packs with twisting blades. When it came for range builds it isn’t much deviation to what they already doing. Most ranged builds get whacked at close. That’s why the double core build will be the new meta for rouge. Range =safety. Close =instant pop crowds and heal/stun etc.

    • @XadirXVX
      @XadirXVX ปีที่แล้ว

      Why do you preference flurry over twisting? I’m running double core with rapid and twisting to level for the blanket options. I’m new to rogue and did necro to 100 in the eternal before. I love all this nerdy theory craft and I like that rogue has soo many build options. Virtually all the top rogues to get to 100 have different builds which is exciting.

    • @Rilo888
      @Rilo888 ปีที่แล้ว

      @@XadirXVX normally I preference twisting blade. It’s still good don’t misunderstand. Flurry is a good option if you want the mix potential it offers with rapid fire. There is actually another rougue TH-camr who coined the build but essentially flurry if built correctly gives you the immediate pop power of mobs compared to twisting where it takes half a second longer and damage scales if your capable of putting distance and intentionally run into packs. With flurry you just enter a pac and they all mostly die and anything else is cleaned up with r quick rapid fire burst virtually killing every mob and elite while still moving. You also have a better healing factor on flurry. Apart of the skill tree you will heal off of crits which makes up for the rouges syphoning strike node that heals. It use to be 75% chance to heal on crit but now is lucky hit so twisting losses out on its main rapid healing mechanic. You can still use it in higher teir areas but then your methodically building a certain way to ensure your heal/survivability. Flurry had it already build into the core skill tree itself. Rapid fire also out damages twisting blades if built properly however twisting is just easy where with rapid you have to have a sequence to max damage consistently

  • @V1C10US
    @V1C10US ปีที่แล้ว

    I don't understand why more rogues don't use the Stolen Vigor aspect. I don't even have to use potions with it running.

    • @Xarrio
      @Xarrio  ปีที่แล้ว

      Ya, it is great for rogues who are able to proc stolen vigor. Range builds can't really proc it well tho.