My main issue with lucky hit chance is how contrived the math is for calculating when it procs. Take Temerity for example with its 5% chance on lukcy hit to heal. Now say you have your 20% lucky hit chance on whirlwind.
Over time with the law of averages that means essentially 1 out of every 5 hits of whirlwind will be a lucky hit. That 1 hit only has a 5% chance to proc the Temerity heal. On average you would need 20 lucky hits in order to get that heal to proc which equates to roughly 100 hits per proc in this case.
Further complicating the issue is how it calculates on a skill like this, is it per damage tick or per enemy hit? My experience and how you will see it with aoe skills that critically hit is that it’s calculated per instance (per tick) and not calculated per enemy. I used to see this a lot when playing pulverize on Druid, either all the hits were critical strikes or none of them were.
It was similar on Rogue with flurry but the calculations were 4x instances with 10% critical chance. Players seemed to think it was 40% for some reason, 4 instance of 10% means more chances to proc at the 10% rate and not 40% flat chance to proc. This is what made the nerf to their siphoning strikes so bad. Which was already based on a chance roll for critical, when they added the lucky hit component it became a chance or a chance of a chance and completely gutted the skill.
One of three things needs to happen to make lucky hits worth it. If the calculations are to remain the same with a chance of a chance and values are not adjusted than those skills modified by lucky hits need to have a sharp increase in their impact. Yes you could proc 3x in a row and be OP or you could go 2 minutes without a single proc which is an eternity in this game.
Option 2 would be to bump the base lucky hit chance of all skills by a significant margin and leave the numbers where they are. Fishing for procs can be a miserable experience at times. A nice bump to see more procs happen more often would make the game exciting.
Option 3 is to take the lucky hit condition off skills entirely and the affixes you see for 5% chance are what you get. This would also mean dropping the gear affix for lucky hit damage. 1 less affix in the pool when upgrading gear is a good thing.
This percentage of a percentage overly contrived math has got to stop. If Diablo 4 is meant to appeal to the casual ARPG player then stop making the math overly complicated. The player who only has 2-3 hours at most per week should be able to read a skill “5% lucky hit to heal” and say hey that sounds pretty good and not have to actually realize that 5% chance is actually only 1% chance.
Not everything in the game needs to have this complicated lottery system attached to it. The gear lottery is bad enough without adding the element of skill lottery into the equation.
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