Yet another reason to not allow it, not just only that will “outproc” the rate of a normal attack, but in this case you might have a 4x the AoE (2x radius) of your primary reach, i.e. directly outperform (potentially significantly)
Here’s the thing: you can have 2 types of hit-effects, primary, and secondary
- Proc per hit = Primary hit effect (only activated by primary attack or primary skill)
- Secondary proc per proc hit (let’s say knockback causes bleed or sth)
So, let’s say you play a HotA Barb, let’s say you wield a 2H Hammer
The hammerhead (maul)
- Primary proc = 15% to cause 125% bleed for 5 sec on attack
- Secondary proc = 15% for stunned targets to run in fear for 1 sec after waking
** Targets take 200% bleed damage while moving
So, sure, you can use HotA and fear sh*t, but won’t proc bleed, primary attacks on the other hand will, you MIGHT find it in a rune or talent or socket of some type, but chances are won’t do as much bleed damage as % of your primary attack hit
So, in this particular case the item has “a bit too much” but you could have the 3rd affix on a gloves item for ex., just going through “synergies”
Or even let’s say your “hit effect” is a cast random curse, that curse might be dim iron maiden, might be decripify, but your skill will probably not have those unless by rune or talent or some special (late-game) affix, instead chances are your (harder hitter) skill would be “limited” to weaken or amplify damage (from a class talent, or rune, or socket, or something)
Regardless, I’m going a bit too “long” here, let’s just say it like this:
- HIT-EFFECTS are primary-attacks only
- AILMENTS are skill-related (these can come from the class itself, rune, socket maybe, or a separate affix that says specifically X type skill does X)