Lucky Hit Explained - Diablo 4's Most Misunderstood Mechanic

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 432

  • @Raxxanterax
    @Raxxanterax  ปีที่แล้ว +180

    Who's feeling lucky?

    • @gaspara9817
      @gaspara9817 ปีที่แล้ว +2

      I always feel lucky. I also like that they brought chance on hit back from diablo 2 with skill divide multipliers to allow them to balance between skills.
      Maybe they will give hurricane and its 17 damage a relative high lucky hit chance so people can build a lucky hit build around it.

    • @Pakschmuk
      @Pakschmuk ปีที่แล้ว +4

      We're up all Night to get lucky 😁
      - Pharell

    • @insideurgirl
      @insideurgirl ปีที่แล้ว +2

      Lucky hit to do 18dmg

    • @Notfallhamster
      @Notfallhamster ปีที่แล้ว +2

      What an overly compicated way to explain the mechanic while leaving out important sutff ^^. It's easy. WW has a 20% LH chance and that's it. When WW hits luckiely you can make the lucky hit effect procc. So real example. WW hits a lucky hit now we have the passive that makes vulnerable with a 30% chance that will finaly be a 20% chance on WW to hit lucky and 30% chance of the lucky hits to make enemys vulerable. At the end 6 out of 100 hits will make enemys vulnerable statiscly because (100*0.2)*0.3 equals the ammount of proccing lucky hits per 100 strikes. TL:DR: You need to make a lucky hit with a skill and fullfill the tooltip of the lucky hit to have profit.

    • @joethesheep4675
      @joethesheep4675 ปีที่แล้ว

      Just over 2 weeks till d4 comes out. I feel lucky.

  • @cerotonen
    @cerotonen ปีที่แล้ว +290

    I love the way you explain things, it's like you're speaking to the lowest common denominator which ensures everyone gets a very thorough understanding. Would you mind doing a short video like this for Fortify and Overpower - I feel like those are fairly complex stats that are frequently misunderstood.

    • @LegendaryBrandon1
      @LegendaryBrandon1 ปีที่แล้ว

      You are the lowest common denominator bahahahah

    • @lIIest
      @lIIest ปีที่แล้ว +51

      nobody called me stupid so polite before, thank you

    • @carnalcarnivore
      @carnalcarnivore ปีที่แล้ว +3

      @@lIIest dude, you made my evening xD

    • @bobjohnson5557
      @bobjohnson5557 ปีที่แล้ว +2

      "Explain it to me like I'm a 5 year old"

    • @jehdi6974
      @jehdi6974 ปีที่แล้ว

      ​@Illest hit me in the feels too 😂

  • @BennettProductions99
    @BennettProductions99 ปีที่แล้ว +71

    What kills me about the system is when it's a double percentage.
    Like having 10% chance to activate something on lucky hit... so it's like 10% of 10%.
    That just feels worthless and is an insta skip skill every time for me.

    • @venenifer3569
      @venenifer3569 ปีที่แล้ว +19

      Exactly what I was thinking since the first beta, and I don't know how people aren't complaining about this garbage yet, probably because most don't understand how it works yet? Most lucky hit stuff in the game is like "up to 30%" and most skills are close to 20-30% so in reality we end up having a shitty 6-9% proc that's a complete waste of passive points/gear slot. Also the increased lucky hit on items is a complete joke, borderline useless stat, unless it scales to crazy amounts in the endgame, talking 200%+

    • @itsRobbie_
      @itsRobbie_ ปีที่แล้ว +4

      Yup, this is why I don't care at all about any item that has a lucky hit power.

    • @Volpethrope
      @Volpethrope ปีที่แล้ว +7

      Something with a lucky hit chance of 10% likely hits many times or in a big area or both, so it's lots of 10% chances to trigger every time you use the skill. This is exactly how proc coefficients have worked in games for the last 20 years, it's just becoming standard practice to display it as a stat on the ability now instead of it being in the background.

    • @Daidalos66
      @Daidalos66 ปีที่แล้ว +3

      I dont like lucky hit chance mechanics - I get what it does but i would rather have basic flat X% chance to do something - than x% chance do something when y% proc :D

    • @Volpethrope
      @Volpethrope ปีที่แล้ว +1

      @@Daidalos66 My point is that what you're asking for basically doesn't exist in games now. For balance reasons, procs scale off how many proc opportunities skills have. Think Diablo 3's basic magic missile vs blizzard. A single hit on one target or lots of hits on many targets in a big area. MM has a "lucky hit" of 100% while blizzard's is like 1-2%. But you'll still see blizzard trigger that effect decently regularly because it's rolling that chance so many more times per cast.

  • @affirazer
    @affirazer ปีที่แล้ว +20

    there are some cases were it gets more complex for example: "luckyhit: you critical strikes have up to a 5% chance to do X" shouldve explained those as well

    • @gampie13
      @gampie13 ปีที่แล้ว +3

      or dots, where some are x% lucky hit/tick, and others are %lucky hit divided over duration.
      Or worse, sorc hydra, wich is %lucky hit divided by number of heads over it's duration

    • @Intothefirenow
      @Intothefirenow ปีที่แล้ว

      The double rolls are so stupid. Without knowing the coefficients, it just feels incredibly stupid to take a skill point in as you're leveling up.
      The question is whether you're rolling the same number 0.0 to 100.0 for any sort of proc, crit or lucky hit. Say your crit chance is 50, lucky hit is 30, and that stacked effect is 5. You'd need to roll a 5 to hit all those. If you roll a 25, you hit crit and lucky hit but not that stacked effect.
      The scenario in which we roll separately for each proc is just laughable. It just sounds like absolute utter garbage on paper.

  • @ThatOneDudeNick
    @ThatOneDudeNick ปีที่แล้ว +18

    Thanks for breaking that down. It'd be nice if the game explained all this stuff more clearly. They should be able to explain it in game as simply as Raxx did here.

  • @Rainfires
    @Rainfires ปีที่แล้ว +19

    The first example would have been more effective using a flat damage value.
    Multiplicative scaling just aligns with the scaling of the skill itself. That HotA would hit real hard lol.

    • @etrosknight2254
      @etrosknight2254 ปีที่แล้ว +7

      I think Raxx was thinking the way these damage values are expressed in the game, the skills say they hit for 30% damage, or 100% damage, or whatever so they scale with your base damage stat. So by 100% lightning damage he meant 100% of base attack value, not 100% of the damage of the skill proccing it (which is not how it would work in the game)

    • @Rainfires
      @Rainfires ปีที่แล้ว +3

      @@etrosknight2254 that’s a fine point! It’s always frustrating and potentially misleading when our language gets tied in knots like this. Alas.

  • @sotirislytras1071
    @sotirislytras1071 ปีที่แล้ว +37

    And THAT is the explanation on why lucky hit was implemented but not exactly how it works. I think most people will still be confused :D

    • @Daidalos66
      @Daidalos66 ปีที่แล้ว +3

      yeah, proper explanation is that is like you throwing a dice twice = on skill you have 50% chance to lucky strike hit and when it triggers than you have to throw a dice one more time and if it triggers again...voila !

    • @MrJoshcc600
      @MrJoshcc600 ปีที่แล้ว +1

      Yup skip thinks video

    • @ryanbowns1517
      @ryanbowns1517 ปีที่แล้ว +1

      @@Daidalos66 U sir did a great job in less than 3 sec to understand.
      Lucky Hit is a dice roll. than if it procs you have to roll again so u have Probability of lucky hit and the Dependent Probability of effect.
      Hence P(B/A) or Probability of event B assuming Probability of A has already occured !

  • @timos3419
    @timos3419 ปีที่แล้ว +35

    You know it is getting serious deepdive when Rax takes out ugly paint and writes with mouse. Most professional.

    • @FireMaster7001
      @FireMaster7001 ปีที่แล้ว +7

      Are you commenting on the right video? I saw no "ugly" paint in this video.

  • @alekzt1983
    @alekzt1983 ปีที่แล้ว +19

    Just what I needed, you are doing really outstanding videos and explaining so good, not to mention the efforts for the art works :) Can you do another one explaining the "overpower" mechanics and how that works?

  • @Aetrion
    @Aetrion ปีที่แล้ว +3

    The reason I'm not a huge fan of this is because there is a huge amount of effects in the game that are like Lucky Hit: 10%, which means on a skill that has a 20% lucky hit chance it's really only a 2% chance. Having a proc coefficient makes sense in games, but when the chances for something happening get that small it feels a bit silly. There are capstone passives that have like a 5% chance on lucky hit.

  • @Americaninparis2012
    @Americaninparis2012 ปีที่แล้ว +8

    Goddamn, I come for the artwork. Raxx never disappoints.

  • @tzanckmen459
    @tzanckmen459 ปีที่แล้ว +13

    Thanks for the explaination! At least D4 is clearer with proc coefiicients for skills compared to D3 :D

  • @Adlehyde.
    @Adlehyde. ปีที่แล้ว +16

    I think the reason they called it Lucky Hit is because it is becoming an industry standard name that is being used more in games as a way to proc something other than critical damage. Sometimes an effect, sometimes just a separate damage multiplier, etc. The concept isn't new. We've called it procs for ever in MMOs, but other games using the same idea came up with different names, and Lucky Hit is the one that's been starting to stand out in some smaller games. Now that a game the size of Diablo is using the same terminology it is very likely to get properly standardized within the next several years.

    • @Intothefirenow
      @Intothefirenow ปีที่แล้ว

      Nah proc coefficient is the standard and I instantly understand what is meant by it. Lucky hit doesn't give any information on the mechanics, just the outcome.
      Just like transmog doesn't mean shit outside of the blizzard gaming sphere, whereas skin or costume does.

    • @Adlehyde.
      @Adlehyde. ปีที่แล้ว

      @@Intothefirenow That was kind of exactly my point. Procs are not new. they've been prevalent in MMOs in particular forever. But descriptions around that usually say something like, "Has a chance to apply X" In recent years, proc coefficients have been getting called Lucky Hit in some games, and now that Blizzard has jumped on board, there is a good chance that the language for the whole gaming landscape will probably have a faster shift from, "If the skill procs..." to "If i get a lucky hit..." as general terms. Particularly in the younger audience.

    • @khmer5o3
      @khmer5o3 8 หลายเดือนก่อน

      @@Intothefirenow you repeated what he said bro lol

  • @NyteWatch
    @NyteWatch ปีที่แล้ว +1

    Lilith is going down for sure with this level of explanation. Thanks a lot!

  • @wernercordero
    @wernercordero ปีที่แล้ว +11

    We should have more streamers like this fella, that help other players with accurate information. Keep the good work

  • @atreidespendragon
    @atreidespendragon ปีที่แล้ว +2

    I liked the more detailed explanation.
    So Just to be certain I understand this mechanic correctly and If I do understand it correctly... then I think it's dumb of blizzard to display this information this way.
    Class: Barbarian
    Lucky Hit Bonus Chance: 5%
    Critical Strike Chance: 5%
    Skill (Hammer of the Ancients): Lucky Hit Chance 20%
    Legendary Helmet with Effect: "Lucky Hit* Damaging an Enemy with a Core skill has up to a 10% chance to extend the duration of Berserking by 1 second. Double that duration if it was a critical strike."
    So that would mean:
    You hit an enemy with HoTA -> the skill has a 20% chance to proc a lucky hit -> that chance is further increased by the character bonus of 5% -> meaning you have a 1 in 4 percent chance to proc a lucky hit effect.
    so 25% of the time, you have another chance of procing the Legendary Helmet effect 10% of the time -> meaning you have a (1/4) x (1/10) = 1/40 percent chance to proc the actual effect.
    So that means to get the critical effect, you have a 1 in 40 percent chance, times the characters critical strike chance of 1 in 20 to proc the "Critical Lucky Hit effect"...meaning (1/40) x (1/20) = 1/800 ?
    So why the heck doesn't Diablo 4 devs just put the calculated chance on the item and just simply say this:
    Legendary Helmet with Effect: "Lucky Hit* Damaging an Enemy with a Core skill has a 0.025% chance to extend the duration of Berserking by 1 second. Double that duration if it was a critical strike (0.00125%).
    Probably because it looks miserable to display it like that.
    I'm not great at math, but I think that's right

    • @arso4893
      @arso4893 ปีที่แล้ว +1

      they didnt put the calculated chance on the helmet because they dont know what skill you will use to calculate it

    • @atreidespendragon
      @atreidespendragon ปีที่แล้ว

      @@arso4893 ah that's true, didn't think about that.

    • @atreidespendragon
      @atreidespendragon ปีที่แล้ว

      @@arso4893 but maybe they could create like an advanced screen that shows all skills and lucky hit chances calculated out or something like that.

  • @TorsteinTheFallen
    @TorsteinTheFallen ปีที่แล้ว +2

    In PoE math this would translate in PoB to either gain 10% or in second case 50% as extra Lightning damage on average.
    In more real combat situations proc of a Lucky hit (now D4 mechanics and terms) has much more value the higher the single hit is, because thresholds for special effects like stun/shocks etc. are more easily met that way.
    So for fast low damage hits those Lucky hits won't have the same benefit as for slow hard hitting skills. In this example 0,1 vs 0,5 its even more emphasized.

  • @alemayehusolomon941
    @alemayehusolomon941 ปีที่แล้ว +1

    Lucky hit x Lucky hit chance = odds that thing will happen. So 8% lucky hit chance on my meteor enchantment, for example, multiplied by a lucky hit rate of say 50% on a move, means that 4% of the time my meteor will activate when hitting a mob with that move. Haven't tested it but it seems to check out thus far.

  • @CV-lm7pv
    @CV-lm7pv ปีที่แล้ว +1

    What does "pierce" or "piercing" mean?
    Does it mean it can attack the next enemy in a line?
    O does it mean that it ignores barriers?
    O that it actually repeats the same attack on the same enemy?
    I need to know if it actually does something to a single target enemy, like Ashava for example

  • @catom960
    @catom960 ปีที่แล้ว +1

    @4:03, its actually a way to BALANCE skills. You said yourself that some skills have low damage coefficient but higher lucky hit coefficient therefore giving them value aside from the things they already do. I know you said at the end its a balancing stat, I would just lead with that though because you have lots of people that hear the word "nerf" and have a mini heart attack. Great explanation, great videos Raxx.

    • @LordsSky
      @LordsSky ปีที่แล้ว

      He is an endgame obessive like a lot of youtubers, anything that balances the game is bad and is a "nerf". Great content but don't take a lot of what these types say at face value, they'd have you believe a minor nerf completely kills the game etc etc. Lucky Hit is a balancing tool, not a nerfing tool.

  • @TheBaken
    @TheBaken ปีที่แล้ว +17

    This is extremely useful in explaining the mechanic in a way a non-math major can understand. Thank you!

    • @showmetheway2
      @showmetheway2 ปีที่แล้ว

      Yeah, once someone explains this ,the numbers actually become so much easier to figure out.
      Without the explanation it's impossible. I don't know how the avg player is supposed to do it. There should be an in game guide.

    • @showmetheway2
      @showmetheway2 ปีที่แล้ว

      @@motherpigeon1582 If you don't know what it is , it was difficult to understand how I should be using it exactly.
      Well, for me, it was.

    • @showmetheway2
      @showmetheway2 ปีที่แล้ว

      @@motherpigeon1582 Coming from a D2 , Grim Dawn, Titan Quest background.

  • @kfremont5338
    @kfremont5338 ปีที่แล้ว +1

    Great video, thanks again!

  • @stevemarck2210
    @stevemarck2210 ปีที่แล้ว +4

    It's worth noting that it's not even as good as that because you don't just have the skill percentage, but also the effect percent chance. So when kick was 100% that didn't mean you got your lucky hit every kick, it was 100% TIMES the effect's lucky hit. If the effect only said 20% chance to XXX then it would be 100% times 20% so 20% of the time it would proc. Now that kick is 40%, that 20% chance to XXX would only proc 8% of the time (40% times 20% = 8%). So lucky hits are much less commonly proccing than you'd intuit from the info cards. Even more confusing, and I don't know the answer to this, but when something increases your lucky hit chance, it's not entirely clear to me how that math works. Is that modifying the skill's chance? The Effect's chance? Their combined chances (after multiplying)? Would a different order even matter?

    • @n__m
      @n__m ปีที่แล้ว +2

      increases effect your characters lucky hit effect stat, which is then multiplied with the skill lucky hit chance for the final proc. this video kind missed out explaining how that part works, and is super important.

    • @stevemarck2210
      @stevemarck2210 ปีที่แล้ว

      @@n__m Got it. Thanks! It seems like those lucky powers can be really cool, but they also seem pretty unreliable. I wonder if there's going to be some big stat increases on them later in the game or if we'll all just end up mostly ignoring them.

  • @charalamposkallimanis9609
    @charalamposkallimanis9609 ปีที่แล้ว +1

    When ever it comes do Diablo your content is the most exciting for me because I constantly learn new things or revalue old ones. Thank you for the time you spend for us mate!

  • @pillagius
    @pillagius ปีที่แล้ว +1

    Nice, thanks for explanation.
    I thought it's a chance for "higher tier" crit, like in warframe (crit chance above 100% allows for possibility to double whatever your crit damage modifier).
    Turns out vague naming creates more confusion. GJ Blizzard.

  • @spqrpraetorian
    @spqrpraetorian ปีที่แล้ว

    Tanks for putting this on youtube, I don't really watch streams a lot so it's great having this kind of info curated here.

  • @mathieupaquette1876
    @mathieupaquette1876 ปีที่แล้ว +2

    You should sell those MSPaint drawings as NFTs.

  • @PanSurtido
    @PanSurtido ปีที่แล้ว +3

    what i dont like about lucky hit is that a lot of pasives/legendary powers have a really low lucky hit %, and most skills don't go past 50% lucky hit multiplier which makes procs even more rare. I know you can get lucky hit as a gear stat, but at least in early game it doesnt feel very good.

    • @theycallmefingers2
      @theycallmefingers2 ปีที่แล้ว +4

      It seems like a pretty terrible mechanic IMO. The vast majority of lucky hit effects are WAY too rare.

    • @PureFilth23
      @PureFilth23 ปีที่แล้ว

      There is a rogue skill that gives 5% lucky hit chance for every 100 energy used, on my build I put 3 points into it so its 15% chance lucky hit for every 100 energy used. I can replenish energy with my ultimate all the time, its quite broken build lol. So the lucky hit works good for me at the moment.

  • @samtriesit
    @samtriesit ปีที่แล้ว

    Thanks for the explanation, been struggling with all the new terms in D4 but feel like I´m starting to understand it now.

  • @Franki3nm
    @Franki3nm ปีที่แล้ว

    Hey Rax, question. What systems are in play when loot drops? Is it my lvl that dictates the item lvl/quality? What I am wearing? What items my character has seen drop in the past there by pushing the threshold? Do I need to be wearing it? Have it in the bank? Or just seen it drop is the past. Hard question to put into words, hope it made sense. Thanks!

  • @kalorathekau
    @kalorathekau ปีที่แล้ว

    Oh my god; thank you, this is the best explanation for the keyword I’ve come across! My only nitpick is that I son’t think ‘lucky hit’ is a nerf that’s spun to sound good. Like you said, it’s for balancing; but it gives developers another knob to both nerf and buff things

  • @slurms777
    @slurms777 ปีที่แล้ว +4

    What about the flat lucky hit % on your character sheet? Does that stack with the skill %, or is that just for basic attack?

    • @Foogle6594
      @Foogle6594 ปีที่แล้ว

      I think, and someone can correct this for me if I'm wrong. That the lucky hit % on your character sheet is additive to the lucky hit % of the skill: so say 50% of the skill + the 10% on character sheet means a 60% chance to lucky hit overall. Then a passive that has a 5% chance to proc on a lucky hit would have a 3% (60%*5%) chance on every attack of going off.

  • @FantasyCouch
    @FantasyCouch ปีที่แล้ว +1

    I understand the purpose of Lucky Hit. I still don’t get how it’s used in d4 specifically, like how can we use it to our advantage. I assume different skills have different lucky hit %? do different weapons? I’d like to see actual examples in d4 to better understand it. thx for this tho as I was totally clueless before this video

    • @etrosknight2254
      @etrosknight2254 ปีที่แล้ว +1

      you have to turn on the setting for more details on skills, then in the skill tree each active ability will list its lucky hit chance, they are based on the skill. Then passive skills or legendary powers will say something along the lines of "Lucky hit: 10% chance for lightning to hit for 200% damage" so that means when you proc a lucky hit, then a second random check is performed for the chance for lightning to strike. If a skill has 25% lucky hit chance, then ultimately there is a 2.5% chance for this lightning thing to happen each time you use the skill

  • @Chris-zg7ty
    @Chris-zg7ty ปีที่แล้ว

    Good general explanation but I would have loved to see some specific discussion about D4. Like how some of the lucky hit is generic and some of it is specific to a particular skill. How do those two things interact with each other? Also, what is generic lucky hit applying to if it doesn't state a particular skill?

  • @oldmangamer76
    @oldmangamer76 ปีที่แล้ว +1

    Looking forward to your videos to watch while on my Diablo 4 journey. Always helpful for me on Diablo 3. Thank you for all your hard work sir.

  • @pasqualerappa7086
    @pasqualerappa7086 ปีที่แล้ว

    You know youre a badass Diablo Content creator when David Harbour calls you out and says whats up on the Blizz NYC Dinner! That was Epic!

  • @andrassalfay5869
    @andrassalfay5869 ปีที่แล้ว

    Great explanation of the game mechanic. I think I heard you before going over this thing in a stream or a highlight video of D4 features, but still thanks for the video Raxx! Pleasure to see your content and cannot wait till you and every one of us can blast the game :)
    Question still remains: Is it worth paying attention to lucky hits? With the legendaries introduced so far, LH seems a bit lucklaster and I tried to avoid paying attention or building around it. Feels like those trinkets in WoW where you had 1 proc in 3 minutes and then a snake popped out of a dagger and did x damage.... kinda not how I like to build my character that slains 4546349 demons in those 3 minutes :D
    Anyone else feel the same way?

  • @matkosmat8890
    @matkosmat8890 ปีที่แล้ว

    You are getting better at Paint, and I didn't know it was even possible! The happy blonde barb deserves credit.

  • @Arcknight
    @Arcknight ปีที่แล้ว

    This is almost the information I’m looking for - but I think many people are asking this question because of the sorcerer skill tree specifically:
    We can reset a defensive cooldown every 10 seconds if our Critical is a lucky hit.
    And nearby we can raise critical hot chance OR raise lucky hit %, and we have no guidelines for which is going to be more valuable…
    Initial testing seems f’d in all directions, the skill almost never activates so we know there’s “other things”, and the lucky hit % certainly is one of them.
    So it’s not 5% critical • 5% lucky, it’s ALSO •.30 lucky hit coefficient on chain lightning etc… but I also wonder does for instance - chain lighting bounces not proc at all? Despite their increased crit chance from bouncing they never seem to proc much.

  • @Noctema
    @Noctema ปีที่แล้ว

    I like this explanation. It goes along with how i understood it working from experiencing it during the beta. I was kinda considering it a second layer crit chance of sorts, and it sounds like i was right.

  • @francescopace7079
    @francescopace7079 ปีที่แล้ว

    Thanks for the explanation. Didn't realise there was so much to theory building. This like Bachelor's Degree in gaming

  • @MegaFuzzyGuy
    @MegaFuzzyGuy ปีที่แล้ว +1

    @Raxxanterax On Lorthrik build calculator the lucky hit chance is either per use or per hit i can understand how per hit works but i don't understand how lucky hit works for (per use) on ability's like the necro bone storm or decompose. Decompose is a channeling ability does that mean i can spam click decompose to spam lucky hit (per use) to proc like crazy? and does bonestorm only proc lucky hit once when i use it?

  • @antonbystrom5667
    @antonbystrom5667 ปีที่แล้ว +2

    side question though, if you have something that give +10% lucky hit. does it change WW to 0.2, and HotA to 0.6 or does it change ww to 0.11 and HotA to 0.55 ?

  • @AllstarGamingDK
    @AllstarGamingDK ปีที่แล้ว +1

    Once again thx Raxx.
    But there is a Layer 2 to Lucky Hit.
    Your skill can have 40% Lucky Hit.
    But your legendary item have a 50% chance to proc on Lucky Hit.
    In that case, your legendary will only proc 20% on Lucky Hit.😅

  • @otherwise6064
    @otherwise6064 ปีที่แล้ว +1

    this really needed an 'explained' video. but the fact that this really needed an 'explained' video is telling. i preordered D4, and i'm not gonna ask for a refund or anything, but after these betas i just /know/ that i'm not the gamer they had in mind. i'm not sure who they did have in mind. or what's even in their mind...

  • @elendarulianreo
    @elendarulianreo ปีที่แล้ว +2

    This explanation doesn't really clarify how lucky hit actually works in D4. There are two components: Your character's Lucky Hit value, based on the skill used and bonuses from gear/paragon/other buffs, capped at 100%, and then the Lucky Hit chance of the specific Lucky Hit proc on the applicable item affix/legendary power/skill modifier. The latter will say "up to an X% chance to do (proc effect)." This X% chance is scaled by your Lucky Hit value, giving your actual chance to activate the proc effect.

    • @nathanparker8555
      @nathanparker8555 ปีที่แล้ว

      I'm a dude playin a dude disguised as another dude. But seriously, I think the chance on chance thing ends up coming up with some really low values for things to actually happen, that make procs seem lower in this game and I'm not as interested in going for those types of builds as I am elsewhere.

  • @Tentacl
    @Tentacl ปีที่แล้ว

    Nice, it's just a normalized proc coefficient. Finally someone explains it, great video.

  • @chenjoe89
    @chenjoe89 ปีที่แล้ว

    So is it calculating per enemy? or per cast? For the Lucky hit? For example the flurry rogue do we get 4 rolls or just 1?

  • @Jeepod
    @Jeepod ปีที่แล้ว +1

    I'd take a video like that for overpower and all the other types of damage or crits linked to those.

  • @jehdi6974
    @jehdi6974 ปีที่แล้ว

    Had to subscribe bc you really know how to explain mechanics the most efficiently, thank you.

  • @MrDanny1911
    @MrDanny1911 ปีที่แล้ว

    Appreciate the black background to not burn out my eyes! 😁

  • @EnderElohim
    @EnderElohim 11 หลายเดือนก่อน

    4:20 as you said i look it as a way for developers have more tools to able to develop skill in better way and it not just balancing stuff it also create variation and build variants

  • @bronchoped
    @bronchoped ปีที่แล้ว +1

    There should be a legendary achievement in game for getting lucky hit to proc something with frozen orb

  • @GeassX
    @GeassX ปีที่แล้ว

    You forgot to mention the case where the attack and the Lucky Hit effect both have a non-100% coefficient. For example, most attacks and all effects.
    I don't think there's a single LH effect that doesn't have it's own coefficient.
    So, we get into the territory of stuff like Whirlwind (20%) and the Pressure Point passive (10% per rank) giving you a MASSIVE 2% chance to proc vulnerable on a target per tick of Whirlwind, up to 6% with 3 points invested in the passive.
    Lucky Hit seems like something you either want to entirely avoid, or go deep into and get as many LH effects as you can.

  • @hitlord
    @hitlord ปีที่แล้ว

    Good explanation mate, I know I didn't need it, but it doesn't change the fact that this is a good service for the entire community. A doubt I have though with your example: Is Lucky Hit per cast or per potential hit? In the case of Whirlwind it's kinda obvious, the skill hits multiple separate times, but you could potentially HotA 10 different enemies at once. What happens then? 10 individual calculations on wether it procs, or does the game decide that as soon you click the buttom?
    One thing I wish though, is that they didn't have Chance on Chance with the current system. A lot of skills have "On Lucky Hit, % Chance to X". Seriously, do we really need that much down play on chancing? I have already rolled positive on Chance to Proc, just let me have the Proc afterwards.

  • @andyl8055
    @andyl8055 ปีที่แล้ว +1

    Thanks for that Raxx. I actually didn't know what it was.
    Question I have now is... there are skills like lucky hit +5% - 10% - 15% for sorceror. Say your lucky hit was 0.1, would it be 0.1 x 1.05/1.10/1.15, or would lucky hit become 0.15/0.2/0.25?

    • @clauslarsen8971
      @clauslarsen8971 ปีที่แล้ว

      Most likely it's 15% of the value you already have. Say 7.5% on top of 50%. It would be too hard to balance 15% on top of a skill with low lucky hit, like 5-10%

    • @Benjamin.90
      @Benjamin.90 ปีที่แล้ว

      Should be additive to the base. So in the example of Raxx, HotA had a 0.5 (50%) lucky hit chance. Since 5% is the same as 0.05, +5% should add up to 0.55 / 55% lucky hit chance now on HotA.

    • @daniellee7918
      @daniellee7918 ปีที่แล้ว

      Skill A's lucky hit chance: 5%, Ur Sorceror's lucky hit chance on stats: 10% -> ur chance that proc skill A's lucky hit will be 0.05 x 0.1 = 0.005 (0.5%)

    • @clauslarsen8971
      @clauslarsen8971 ปีที่แล้ว

      @@Benjamin.90 That would be too overpowered. That would bring 5% lucky hit skills to 20% and 60% to 75%, if you get 15% increased lucky hit. That's x4 bonus in the first case and x0.25 bonus in the second.

  • @arnaudpierre9914
    @arnaudpierre9914 ปีที่แล้ว

    Hey Raxx, can you tell me If I understand this correctly please. Your lucky hit chance is calculated directly on your skill info... let's say ice shard starts at 16% and I have 50% extra lucky hit chance - Ice shard shows at 24%. From now let's say we take 3/3 Perma Frost (20% to get 15 mana back) so 20x .24 = Every shard has 4.8% chance to refund 20 mana. Same idea with 3/3 Snap Freeze ( Frost skills have UP TO 9% chance to freeze - not sure why they use the word UP TO here) so 9x .24 (iceshard) = Every shard has 2.2% chance to freeze. Last would be Elemental Attunement 3/3 ( Critical strikes have up to 15% chance to reset CD) so 15x.24x.35 (my cc) = Every shard has 1.26% chance to reset CD. Does that look good to you?

  • @leanmac6613
    @leanmac6613 ปีที่แล้ว

    The confusing part is that you actually seem to have multiple coefficients. For example, your core and basic skills have a lucky hit, but then execution has a lucky hit, and other passive skills have lucky hits like lightning for example. So if the lucky hit of my core skill is 20%, and the lucky hit of lightning is 20%, does that mean every 5 core skill I have a 1/5 chance to cast lightning? So basically every 25th core skill will proc lightning?

  • @randomicer8204
    @randomicer8204 ปีที่แล้ว

    Could you explain thorns mechanics on minions. What work and what not. For example does needleflare works?

  • @DarqStalker
    @DarqStalker ปีที่แล้ว

    So basicly it's the percentage change that a proc will be triggered. Got it, thanks!

  • @HAIDARM
    @HAIDARM ปีที่แล้ว

    thank you for this, please explain what Fortify and Overpower is also.

  • @CKEspanol
    @CKEspanol ปีที่แล้ว

    Do you have data mined for the Proc Coefficient for every skill in the game yet?

  • @zmmar007
    @zmmar007 ปีที่แล้ว

    Okay I'm a little confused. Does the "LP 100% lightning" damage mean when it procs a 70 damage skill now does 140 damage?
    If so wouldn't that mean in this scenario:
    Skill 1: does 70 damage with lucky hit 10
    Skill 2: does 30 damage with lucky hit 50
    So skill 2 does 60 damage every second hit and skill 1 is still doing 70 damage every 9/10 hits and 140 1/10 hits.
    So in that scenario skill 1 is still better?
    Am I misunderstanding something? Or is the math in the video just not thought out?

    • @redfish337
      @redfish337 ปีที่แล้ว

      If that's the only thing proccing.... but right after that it explains how you might have a whole bunch of stuff proccing.

  • @XvoseEthereal
    @XvoseEthereal ปีที่แล้ว

    the times i focused on this mechanic was when i was doing big aoe repeatedly and quickly with a huge lucky hit mod like execute non elite/boss mobs 6%+ chance

  • @You0nlyLiveonce
    @You0nlyLiveonce ปีที่แล้ว

    Once again raxx with the top notch paint skills. Respect 💯 keep it up bro 😂

  • @HoushouRattengod
    @HoushouRattengod ปีที่แล้ว +1

    The real question is: Is it Additive or Multiplicative?
    If I have an item that increases my Lucky Hit by 30% and the skill I’m using has a base of 0.1.
    Did I just get 0.4 or 0.13?

  • @LPkOhOnIz
    @LPkOhOnIz ปีที่แล้ว

    Thanks for making this video so i will never have to explain this to my friends myself. You are the Boss!

  • @emmysan93
    @emmysan93 5 หลายเดือนก่อน

    finally someone explained it properly for dummies thank you

  • @karsonkammerzell6955
    @karsonkammerzell6955 ปีที่แล้ว

    Can you explain Fortify too? Like, Lucky Hit I understand is a thing that I don't understand, but Fortify MAKES me think I know what's going on, but when I try to look closer I totally don't get it.

  • @PokemonTimeWithAndrewC
    @PokemonTimeWithAndrewC ปีที่แล้ว

    So lucky hit doesnt have to do with the percentage on gear? I have gloves that says lucky hit has a 5% chance to restore up to 18% of your primary resource. I am using bone spear, so it would go off of the lucky hit of bone spear then 5% of the time it gets a lucky hit, it restores up to 18% essence?

  • @aarondimoff5180
    @aarondimoff5180 ปีที่แล้ว

    So, if an item says, "Lucky hit: 10% chance to stun." What this really means, if your Bash say has 50% lucky hit chance, that 50% of the time, you get a 10% chance to stun, essentially making it a 5% chance to stun. Is this correct?
    Therefore is a skill has a 10% Lucky Hit, then 10% of THOSE lucky hits will stun, essentially making it a 1% chance.

  • @HawkTuahD4
    @HawkTuahD4 ปีที่แล้ว

    Thanks for the video. What Im struggling to find is how lucky hit chance boosters add to the base lucky hit chance. For example. Ice Shards has a base lucky hit chance of 16%. If I find an item that adds 10% lucky hit chance, Does my lucky hit chance go from 16% to 26% or does it go from 16% to 17.6%?

  • @Lightning123ful
    @Lightning123ful ปีที่แล้ว

    does lucky hit improve crit chance or its total diff things

  • @Daidalos66
    @Daidalos66 ปีที่แล้ว

    how does lucky hit works on AoE spells or DoT spells ?
    1) If I cast blizzard and it hit 5 enemy - lucky hit is calculated for every enemy once (when I cast it) or individualy for every enemy?
    2) when i cast some channel or dot spell - decompose - lucky hit chance is calculated for every tick ?

  • @ryanzeigler9763
    @ryanzeigler9763 ปีที่แล้ว

    p.r.o.c. stands for 'percent rate of change'. The 'proc' *is* the coefficient, not the action that occurs. These items are always 'proc'd' so you should say that they 'activated' not that they 'proc'd'. This is along the same ways most people misuse the term 'Elo' thinking that it's also a coefficient (but algorithmic) but in this case Elo is the guy's name who invented the system, E-l-o doesn't stand for anything =)

  • @yousifbanna5832
    @yousifbanna5832 ปีที่แล้ว

    Really good explanation, thanks man!

  • @StarcraftOakley
    @StarcraftOakley ปีที่แล้ว

    I hope we get a blue chest piece with a blue hood on it that makes our damage numbers into hand written paint ones

  • @mfpeden
    @mfpeden ปีที่แล้ว

    abusing proc chance is what made early wotlk rogues using 1.3 attack speed blue daggers as near BIS to abuse poison procs

  • @MrKempix
    @MrKempix ปีที่แล้ว +1

    My issue i find is the lucky hit on skills being in % and scaling it, its confusing from that pov. Also do some skills Snapshot lucky hit and some have lucky hit for each tick?

  • @sakarakit5835
    @sakarakit5835 ปีที่แล้ว

    Fabio The Barbarian is the artwork I didn't know I needed.

  • @TheStrifist
    @TheStrifist ปีที่แล้ว +4

    During Server Slam, I managed to source a great party to take down Ashava after failing my first attempt. Each of us, all from different parts of the world, discussed our builds and referenced Raxx while opining on the game's mechanics... I can't possibly overstate how key your guides are to the Diablo community.
    Can't wait to see what you put out on release!

  • @herbv3449
    @herbv3449 ปีที่แล้ว

    actually super helpful, great video on the topic ty!

  • @leebode4643
    @leebode4643 ปีที่แล้ว

    Good explanation for D3, not for D4. You left key information out.

  • @gesto211
    @gesto211 ปีที่แล้ว

    In the very first example of a legendary that adds 100% lightning damage to 100% of hits, why is it so clear that WW would be the correct choice over HOTA? Isn’t it just doubling the dps of each?

  • @Steven-cr1og
    @Steven-cr1og ปีที่แล้ว

    Short and informative video i subbed

  • @lellamas2778
    @lellamas2778 2 หลายเดือนก่อน

    It's confusing - because there are items and skills with lucky hit. What are the skills lucky hitting for ?
    When the outcome of the lucky hit is explained - Awesome.
    But when the skill says "lucky hit" - what is the reward of rolling that "lucky hit" ?

  • @trogdorburninating
    @trogdorburninating ปีที่แล้ว

    you did not answer the burning question, if a thing says: lucky hit you have up to a 20% chance to X, you use a skill with 20% lucky hit coefficient, and you have 20% lucky hit stat, what is the total proc chance? is it
    .2*.2*.2?
    .2+.2+.2?
    .2*.2*1.2?

  • @johnnyvdoremalen
    @johnnyvdoremalen ปีที่แล้ว

    It totally depends on what the 100% lightning damage is a percentage of. If it means weapon damage, a slower weapon would deal more damage and thus more lightning damage, negating the lower proc frequency. However, status procs such as "stun on hit" you'd always want as often as possible. So is the 100% lightning damage increased by the weapon's base damage? Or dps? This is unclear to me.

    • @Sharksm1le
      @Sharksm1le ปีที่แล้ว

      He got wrong example but right idea. Instead of 100% dmg which buffs both builds the same. it should have been 100 flat base damage + 100 flat damage from proc. Then it starts to make sense

  • @Youjin111
    @Youjin111 ปีที่แล้ว

    @raxxanterax if hydra skill has 25% lucky hit, and the item says 12% chance on lucky hit to proc lightning lets say..
    When you activate the lucky hit of hydras, you have a 12% chance to prox lightning? Am i understanding this correctly?

  • @GunsNRoses87AXL
    @GunsNRoses87AXL ปีที่แล้ว

    Raxx can you clarify the 2nd part of lucky hit - Kripparian was talking about. Lucky hit is for the Whole Spell Duration - aka Hydra has 40% chance for the whole 10 sec and 4 heads hit every shot

    • @Nosboe
      @Nosboe ปีที่แล้ว

      But do u know if I take fundamental puncture in upgrade for the basic skill (throw 3 blades instead of 1), do my blades have 35% lucky hit chance each ? (35% + 35% + 35%)?

    • @GunsNRoses87AXL
      @GunsNRoses87AXL ปีที่แล้ว

      @@Nosboe I do not know. It must be 3x35% otherwise upgrading the skill reduces the lucky hit%... same for Hydra cast with 4 heads instead of 3. I hope Raxx can elaborate

  • @arizothwow1
    @arizothwow1 ปีที่แล้ว

    Can you do a fortified explained, with gameplay examples. I feel like i got it based on ideas but in practice seems different

  • @Malacite
    @Malacite ปีที่แล้ว

    Oh OK, so it's just proc renamed.
    I thought it was a chance to occur whenever you Crit (which I swear I thought I saw it described as such in one of the tool tips during the first beta).
    How does Lucky Hit gear work then? Does it increase additively (which would be broken so guessing not) or multiplicatively.

  • @munchy4831
    @munchy4831 ปีที่แล้ว

    Are coefficient stats listed on legendary weapons? I don't recall ever seeing it.

  • @DarinStahlDPS
    @DarinStahlDPS ปีที่แล้ว +1

    Class is in session! Keep these coming.

  • @jasonlowe2672
    @jasonlowe2672 ปีที่แล้ว +2

    First! I hope Blizzard gives us attack speed information for our skills in a future patch. Would be great to be able to calculate out attack speed vs damage when theory crafting builds. Great video explaining Lucky Hit Raxx, Love your content!

  • @moomoodeadcow
    @moomoodeadcow ปีที่แล้ว

    Lets say:
    What if you are a WW barb and Rage of Harogath dropped for you.
    WW has a 22% lucky hit chance.
    It says: "Lucky hit: Up to a 40% chance to reduce your cool down on your non ultimate skills by 1.5 seconds when inflict bleeding."
    You equip said armor.
    Now do you have 22% chance to reduce your cooldown when inflict bleeding ?
    Or do you have 22% x 40% = 8.8% chance to reduce your cooldown when inflict bleeding?
    What if you also have Gohr's Devastating Grips dropped for you.
    It adds 16.5% to lucky hit.
    So is it:
    22%+16.5%=38.5% to proc Harogath?
    or is it:
    (22%+16%)x40%=15.4% to proc Harogath?

  • @Fropxy
    @Fropxy ปีที่แล้ว

    it was an interesting example on another channel of how lucky hit wotks.
    Say I'm trying to proc Avalanche(up to 10%) with blizzard(33%)
    Have elemental precision (+15%)
    And stacked up frigid fate (+15%)
    The current belief is it would be:
    0.1 * (33%+15%+15%)= 6.3% per hit
    another words you're rolling two dice, and both need to end up above a certain value to proc.
    Effect X has a 30% chance to proc, whenever a lucky hit happens. The skill I am using, has a 20% chance to become a luckyy hit.
    As such, on AVG I will proc X 6% of the time... this is because only 20% of the time, will my skill produce a lucky hit and only 30% of those times will effect X ACTUALLY PROC.

  • @theycallmefingers2
    @theycallmefingers2 ปีที่แล้ว +1

    What's difficult to understand? Lucky Hit is essentially a critical hit that triggers a specific effect instead of just plain extra damage. Lucky Hit seems like a pretty trash mechanic 99% of the time, you'll have things that say 5% chance for an effect on lucky hit and you'll think, wow! That's pretty good. But then you realize your lucky hit chance is also 5%... so you have a 5% chance of a 5% chance... you'll basically never see that effect happen.

  • @danielsecara
    @danielsecara ปีที่แล้ว

    Raxx: ”...maybe in the future we have sets”
    *SETS CONFIRMED*

  • @Tethrys
    @Tethrys ปีที่แล้ว

    So, please make me understand.
    Legendary power = 100% lightning damage on lucky hit
    My skill is for example Kick. which has 0.5 coefficient. it means if i have 100% lucky hit, every second Kick will proc the 100% lightning
    If I have for example 2% lucky hit, 2 out of 100 Kicks will proc the legendary.
    OR only 1 out of 100 Kicks because every lucky hit has 50% chance to proc the LP because of the 0.5 coefficient?