The Maxroll team is putting a TON of work into the D4 section already. I truly hope this is not just based on levels 1-25. All the work you have done so far... I do not want it to go to waste!
In France we have a saying "faire et défaire c'est travailler" (doing and undoing is working). I'm sure Wudi doesn't mind if all his current guides become useless and he has to create all new guides, he's a dedicated man! 😁
So, based on the explanation given when covering tooltips in this video, it sounds like the math for the boosts is: (skill% + bonus%) * proc %. The "lucky hit" explanation on maxroll has the calculation for boosts/bonuses working a bit differently: skill % * proc % * (1 + bonus %). Which is correct?
you make such awesome videos and guides! I've been obsessed this week with the maxroll guides especially the rogue! Is it possible to get a further explanation on additive vs. multiplicative damage with examples? That would be amazing.
I would love some explanation about the DOT mecanics :) Can crit? can stack if I hit with the same DOT skill? with another? Can proc lucky hit? So much question about that. A fun mecanic that I would like to try : necro plague, drood feral poison, barb bleed, ect
Question: If you have Firebolt in your enchantment slot does the enemy burn when using any skill or just fireball? Enchantment slot: Enchantment Slot Effect: Lucky Hit: Your direct damage has up to a 100% chance to Burn enemies for 23% over 8 seconds.
Lucky hit chance sounds like a casino/gambling term which I guess is the terminologies gaming uses these days. Proc chance even would sound more like a gaming term and more immersive and giving it a proper name like other's have mentioned i.e Tyrael's Blessing or similar would even show more effort.
Is there a threshold or ceiling for lucky chance? That way a player knows that if they need extra or they do not need more of it. Ty for your hard work.
That sounds more like a proc efficiency or ratio or modifier than "luck"... That name seems unnecessarily confusing, when other games use it as a "roll twice, keep the best" mechanic
I'm curious about the Lucky Hit abilities that require Critical Hits. The Butcher's Cleaver or Packleader, for example. The former states, "Lucky Hit: When you Critically Strike an enemy you have up to a 100% chance to Fear and Slow them by [40 - 75%] for 4 seconds." What exactly does that mean? That a Lucky Hit that's also a Critical Strike procs the effect?
Hey wudi, we need a special maxroll Site under "resources" for All affixes like healty, chilled, berserking, vulnarable, overpower etc. and explenetion of the lucky Hit Chance.
I think it's a good design. The only useful thing I used based on luck chance was the rogue passive that gives energy on hit. But there is also a rogue passive that improves luck hit a lot, so I can figure some nice builds using a lot of %on hit itens proccing skills
but you see my doubt is like for exemple if as rogue I use a skill that has 10% lucky hit chance, a item that increases my lucky hit chance by 10% and use an ibuement on this same skill that has 33% lucky hit chance, does that mean that when I use all of that together it'll actually have 53% lucky hit chance? And if it's an AoE does it have that chance on every enemy it hits or is it a chance per skill cast?
If I´m not quite mistaken (haven checked it now) isn´t lucky hit also quite the opposit for fortify, when it comes to challenging stats on the gear ? So you have to know if your build leans more into the defeansive side or more into to glasscanon ?
For AoE attacks, is the proc calculated on each target individually? I got the impression from somewhere else that the proc is calculated once per attack, regardless of the number of targets hit, and the proc therefore either goes off for ALL of them, or none - is that correct?
Oh god....I have another question (kill me). Teleport has 40% Lucky hit. Is the 40% added to your total lucky hit just by equipping it? If it is added do you get the Lucky Hit chance value when the skill is in the enchantment slot? i think we need the game before knowing :(
@@Zanarhei So a skill's LH only affects that skill and LH on gear affects all. That's what I would think but am curious to see how it plays out at launch. Thanks!
@@Zanarhei My response got lost. Anyway, thanks for the response. I understand what you're saying now. Im guessing the lucky hit for Hydra on Maxrolls website would come into play only when modifiers on gear.
08:10 - does that mean that overstacking lucky hit chance is increasing the procchance beyond its basevalue? Like when you have an effect that has 4% chance and your lucky hitchance where 200 (probably unrealistic but just to make the point) would this mean it would proc 8% of times. So just shy of every 10th hit even though the basechance is lower?
Also i'll add that percents work a little differently. I'll go back to your example. Say you had a static 4% chance to proc on an ability. If you had 100% lucky hit chance it would be 8% and 200% would be 12%
Do we know if there will be some type of retaliation type of build, where you want to get hit to trigger effects if so then lucky hit or getting hit in this case could be a way to go about a build.
quite but no ^^ It is, as sayed, more like the Proc Coefficent :) We know this esp. from D3 where certain Skills have a higher Chance to proc an "event". May it be a Crit, another Proc from a Legendary or a Set. While this was a hidden Effekt in D3, they just made it a vissible stat to everyone.
idk but D4 has a way of confusing me with its language. If they called "lucky hit chance" "proc coefficient" instead i would have known immediatly what it means. This way i was confused until i watched this vid. Another example: "Reset all Dungeons" - honestly that sounds like a downright dangerous button. I thought this would make it so the power aspects from the dungeons get lost and i have to farm them again if i want to use them (dont ask me why someone would do something like this but ppl play WoW classic too so...). What it actually means is "return to the entrance of the dungeon" - which is a really useful function. I am not an IT guy but i know enough to understand that reseting an instance is essentially leaving it which equals "return back to the entrance" but i find it strange that a game that hides very basic stats in a submenu and has other very important info (like lucky hit chance, for example) not show up until you activate it in settings just to be more accesible for casual players uses language like this. Does the average player assume that thats what "reset all dungeons" does? Especially if you get a warning popping up that is also very technical and reads as if you are about to delete your account.
@@ownagebox Thanks . I suppose it's easier to design it this way. Although, it does go against what they say ," We want every class to feel different."
they are. Doing Faster animations doesnt change anything else. Weapon Speed is rly not a factor in this game its rly only the legendary Affixes that change the playstyle of the class.
Loved the last Devs update that gave us completely useless information. Wow! A candle set that can light up! And Look! An art book! Whoa!!! So beautiful! But wait! There's more!
@@livelaurent No they should go play those boring ass path of suckage game. POE fans are the type to dudes to ride a horse with both legs on the same side.
I'm sure there was something like this on a death Knight tier set in wotlk, where a certain amount of attacks procced a spell, think it was death coil.
Took a look at the aspects finally. My biggest fear that druids will be unable to make a pet build viable are starting to come true...none of those aspects does anything for pets, and one aspect even incentivizes you to use as many pets as possible to buff YOUR damage, not theirs. Ugh.
Pet builds in modern ARPG and MMO are not working for a reason. If AI does you dungeons, the game is bad. It will either be too easy to play or the AI will be so clunky and shit to play with, you would want to cut yourself IRL. It's probably for the best that you leave pets out. I'm curious how core necromancer pet builds will be. They seem like buffs and bonuses aswell, which is fine.
@@Malam_13 speak for yourself. I want to play pet builds, and I can in D2, D3, and immortal. I can in grim dawn and titan quest too. Doesn't sound like you know what you're talking about tbh
yeah it seems a bit like a more isolated crit chance. Like when abilities do more from crits. I think the idea of having the same style of interaction without letting every item you equip increase the Chance but the name just sounds silly and out of place.
Everyone who is a d2 fan hates this game. Glad to see app the d3 fans enjoying it tho. But as a d2 fan. I'm not too happy about this game. Cmon blizzard
As a D2 fan and a D3 fan who has over 10,000 hours of both games I can tell you that I'm looking forward to D4. Don't be so quick to name everyone in your opinions. Sometimes everyone disagrees with you.
The Maxroll team is putting a TON of work into the D4 section already. I truly hope this is not just based on levels 1-25. All the work you have done so far... I do not want it to go to waste!
In France we have a saying "faire et défaire c'est travailler" (doing and undoing is working). I'm sure Wudi doesn't mind if all his current guides become useless and he has to create all new guides, he's a dedicated man! 😁
So, based on the explanation given when covering tooltips in this video, it sounds like the math for the boosts is: (skill% + bonus%) * proc %. The "lucky hit" explanation on maxroll has the calculation for boosts/bonuses working a bit differently: skill % * proc % * (1 + bonus %). Which is correct?
Thanks.
I was really confused by this. But with this explanation it's rather simple.
Those are going to be the longest 6 months in my gaming life.
you make such awesome videos and guides! I've been obsessed this week with the maxroll guides especially the rogue! Is it possible to get a further explanation on additive vs. multiplicative damage with examples? That would be amazing.
Add: + to base (weapon) dmg, mult: multiplies dmg % from base dmg
Thanks for this video, Wudi. I played the beta some but didn't really understand what lucky hit chance was.
I would love some explanation about the DOT mecanics :) Can crit? can stack if I hit with the same DOT skill? with another? Can proc lucky hit? So much question about that. A fun mecanic that I would like to try : necro plague, drood feral poison, barb bleed, ect
Question: If you have Firebolt in your enchantment slot does the enemy burn when using any skill or just fireball? Enchantment slot: Enchantment Slot Effect: Lucky Hit: Your direct damage has up to a 100% chance to Burn enemies for 23% over 8 seconds.
Cold skills inflicting burn would feel pretty stupid.
lol icy-hot!
The school of frost fire would like a word with you.
Lucky hit chance sounds like a casino/gambling term which I guess is the terminologies gaming uses these days.
Proc chance even would sound more like a gaming term and more immersive and giving it a proper name like other's have mentioned i.e Tyrael's Blessing or similar would even show more effort.
Is there a threshold or ceiling for lucky chance? That way a player knows that if they need extra or they do not need more of it. Ty for your hard work.
Would you make a video explaining the rogue's abilities interacting with each other?
That sounds more like a proc efficiency or ratio or modifier than "luck"... That name seems unnecessarily confusing, when other games use it as a "roll twice, keep the best" mechanic
I'm curious about the Lucky Hit abilities that require Critical Hits. The Butcher's Cleaver or Packleader, for example. The former states, "Lucky Hit: When you Critically Strike an enemy you have up to a 100% chance to Fear and Slow them by [40 - 75%] for 4 seconds." What exactly does that mean? That a Lucky Hit that's also a Critical Strike procs the effect?
Hey wudi, we need a special maxroll Site under "resources" for All affixes like healty, chilled, berserking, vulnarable, overpower etc. and explenetion of the lucky Hit Chance.
I think it's a good design. The only useful thing I used based on luck chance was the rogue passive that gives energy on hit. But there is also a rogue passive that improves luck hit a lot, so I can figure some nice builds using a lot of %on hit itens proccing skills
but you see my doubt is like for exemple if as rogue I use a skill that has 10% lucky hit chance, a item that increases my lucky hit chance by 10% and use an ibuement on this same skill that has 33% lucky hit chance, does that mean that when I use all of that together it'll actually have 53% lucky hit chance? And if it's an AoE does it have that chance on every enemy it hits or is it a chance per skill cast?
If I´m not quite mistaken (haven checked it now) isn´t lucky hit also quite the opposit for fortify, when it comes to challenging stats on the gear ?
So you have to know if your build leans more into the defeansive side or more into to glasscanon ?
Nice video, this was super clear :) Thank you!
Did they showed up the companion classes? Are they going to be like in diablo 3? With their own story and multiple skills?
Oh I wanted to know about it too during CB. Can't look up from anywhere
@wudijo do all lucky hit chances roll simultaneously? e.g. i have 5 items with lucky hit chance ... can 2 or 3 effects happen at the same time?
yes
Regarding the synergy of "Lucky Hit" and "Attack Speed", I imagine there is probably a PPM rule hidden somewhere.
What is PPM?
@@lexdysia9119 Procs Per Minute :)
@@icarusgeo thank you! :)
Can you tell us if 'Direct Damage' is everything but DOTs? Meaning that damage from things like firewall count as direct damage.
For AoE attacks, is the proc calculated on each target individually? I got the impression from somewhere else that the proc is calculated once per attack, regardless of the number of targets hit, and the proc therefore either goes off for ALL of them, or none - is that correct?
Its just that hidden proc coefficient from D3, except its an attribute now
Abit of a random question. Can Sorcs use other weapons then staves and wands? for example 1h mace or 2h sword?
I can't see lucky hit chance on skills i.e lucky hit chance: 50% Am I missing something??
Oh god....I have another question (kill me). Teleport has 40% Lucky hit. Is the 40% added to your total lucky hit just by equipping it? If it is added do you get the Lucky Hit chance value when the skill is in the enchantment slot? i think we need the game before knowing :(
@@Zanarhei So a skill's LH only affects that skill and LH on gear affects all. That's what I would think but am curious to see how it plays out at launch. Thanks!
@@Zanarhei My response got lost. Anyway, thanks for the response. I understand what you're saying now. Im guessing the lucky hit for Hydra on Maxrolls website would come into play only when modifiers on gear.
08:10 - does that mean that overstacking lucky hit chance is increasing the procchance beyond its basevalue? Like when you have an effect that has 4% chance and your lucky hitchance where 200 (probably unrealistic but just to make the point) would this mean it would proc 8% of times. So just shy of every 10th hit even though the basechance is lower?
yes
@@wudijo sick
Also i'll add that percents work a little differently. I'll go back to your example. Say you had a static 4% chance to proc on an ability. If you had 100% lucky hit chance it would be 8% and 200% would be 12%
Can i play ranged rogue with a bow and put Topazes in the 2 daggers for higher chance or do i need to use the weapon actually?
Do we know if there will be some type of retaliation type of build, where you want to get hit to trigger effects if so then lucky hit or getting hit in this case could be a way to go about a build.
No idea on full builds, but the Thorns stat is in the game and the Barb had some passives and skill effects to boost it
i've watched all the video and i didnt understand what lucky hit chance does :/
Can ricochet proc lucky hit?
Is "Lucky Hit' sort of like Crit chance?
quite but no ^^
It is, as sayed, more like the Proc Coefficent :)
We know this esp. from D3 where certain Skills have a higher Chance to proc an "event". May it be a Crit, another Proc from a Legendary or a Set.
While this was a hidden Effekt in D3, they just made it a vissible stat to everyone.
There is also an another bonus which is overpower
idk but D4 has a way of confusing me with its language. If they called "lucky hit chance" "proc coefficient" instead i would have known immediatly what it means. This way i was confused until i watched this vid.
Another example: "Reset all Dungeons" - honestly that sounds like a downright dangerous button. I thought this would make it so the power aspects from the dungeons get lost and i have to farm them again if i want to use them (dont ask me why someone would do something like this but ppl play WoW classic too so...). What it actually means is "return to the entrance of the dungeon" - which is a really useful function.
I am not an IT guy but i know enough to understand that reseting an instance is essentially leaving it which equals "return back to the entrance" but i find it strange that a game that hides very basic stats in a submenu and has other very important info (like lucky hit chance, for example) not show up until you activate it in settings just to be more accesible for casual players uses language like this. Does the average player assume that thats what "reset all dungeons" does? Especially if you get a warning popping up that is also very technical and reads as if you are about to delete your account.
So is “Lucky Hit Chance” the same as Critical Hit Chance? Or is it in addition to?
Will " Very fast weapon " affect cast rate for the sorc?
yes for every class
@@ownagebox Thanks . I suppose it's easier to design it this way. Although, it does go against what they say ," We want every class to feel different."
they are. Doing Faster animations doesnt change anything else. Weapon Speed is rly not a factor in this game its rly only the legendary Affixes that change the playstyle of the class.
Loved the last Devs update that gave us completely useless information. Wow! A candle set that can light up! And Look! An art book! Whoa!!! So beautiful! But wait! There's more!
Loving the crybabies on TH-cam never happy about anything the dev will say anyway... Stop crying, get out of your cave and meet someone.
@@livelaurent No they should go play those boring ass path of suckage game. POE fans are the type to dudes to ride a horse with both legs on the same side.
@@livelaurent stop telling strangers how to live their lives.
I'm sure there was something like this on a death Knight tier set in wotlk, where a certain amount of attacks procced a spell, think it was death coil.
So basically it makes things perfectly balanced, like all things should be?
Wish theyd change magic find to better chance of finding better items
Dem betterbetters
My hydra said it had 92% lucky hit and never procced lucky hit.
I tested this, it appears that the lucky hit value is the combined value of all hydra attacks over its whole duration on average
wakey wakey it's time for school
You mean added, not multiplied
👌
‘Lucky hit chance’ sounds like a mechanic in a cheap Chinese mobile game.
Took a look at the aspects finally. My biggest fear that druids will be unable to make a pet build viable are starting to come true...none of those aspects does anything for pets, and one aspect even incentivizes you to use as many pets as possible to buff YOUR damage, not theirs. Ugh.
Pet builds in modern ARPG and MMO are not working for a reason. If AI does you dungeons, the game is bad.
It will either be too easy to play or the AI will be so clunky and shit to play with, you would want to cut yourself IRL.
It's probably for the best that you leave pets out.
I'm curious how core necromancer pet builds will be. They seem like buffs and bonuses aswell, which is fine.
@@Malam_13 speak for yourself. I want to play pet builds, and I can in D2, D3, and immortal. I can in grim dawn and titan quest too. Doesn't sound like you know what you're talking about tbh
the thing is i want my pets to still be viable end game is what im worried about
@@jamal4069 EXACTLY. And as much as I like Necro, I want to be able to do pets with Druid too (and first in 4, if possible).
@@Malam_13 Last Epochs necro disagrees with you completely.
Lucky hit chance is when you pre order D4 are there is no pay to win in the game...)
They will 1000 percent monetize this feature
Really milking it now huh?
I'm so sad that we will automatically discard white and blue items. In D2 there was a reason for any color to be picked up
10 minutes to explain one concept. Please write a script next time and condense the material please.
Lucky first!
What a terrible name lol
Yeah😂😂
yeah it seems a bit like a more isolated crit chance. Like when abilities do more from crits.
I think the idea of having the same style of interaction without letting every item you equip increase the Chance but the name just sounds silly and out of place.
It should stay with the theme, like heavens glory or something like that
Edit: or maybe Tyraels Blessing
in a few years: lucky hit chance to deal 800% more damage and 800% more value in purchases 🤣
So it’s a proc for a proc
It's a shame this game will be ruined by cheating
Really appreciate the d3 streamers but man do I have 0 faith in d4 turning out well
I hope they don't use the same model for Gem upgrades. 20% x 5 arrows would equal around a total trigger chance of around 10%.
They are 😂and will say hey it’s not buying power tho 😂and shills will back them on it
tldr: u r getting scammed on stats
Everyone who is a d2 fan hates this game. Glad to see app the d3 fans enjoying it tho. But as a d2 fan. I'm not too happy about this game. Cmon blizzard
As a D2 fan and a D3 fan who has over 10,000 hours of both games I can tell you that I'm looking forward to D4. Don't be so quick to name everyone in your opinions. Sometimes everyone disagrees with you.
@@RoyalNZPoE I'm just going by what d2 youtuber like lama and many others are saying. I mean there's tons of videos about d4 now.
@@marijuonko7092 I'm just going by my own experiences myself.
d2 fans hate everything that isnt d2
@@bipedalapproximation just wanted open trading. Items in d2 is what made it so good.