Can someone clarify this lucky hit question?

I have a question about lucky hits, specifically when it comes to passive skills.
For example the necro skill Hewed Flesh, it says Lucky Hit: Your damage has up to a 4/8/12% chance to create a Corpse at the target’s location.

What I’m wondering, would this work like A, or B?
A. Every hit has a 4/8/12% chance to form a corpse, this passive falls under the category of lucky hit.
B. You need to make a lucky hit and when you do said lucky hit has a 4/8/12% chance to form a corpse.

It doesn’t really seem strong enough to only proc on lucky hits but the way I see lucky hit described everywhere makes me wonder which it is. If someone could clarify that would be great.

B is the correct answer.

On lucky hit: have ‘up to’ chance to trigger effect

If your skill has a 50% lucky hit base and you have 20% bonus lucky hit chance, the skill has a total 60% lucky hit rate.

60% of the time you will lucky hit with that skill * 12% chance to hew flesh = .60*.12 = .072 7.2% of the time you ‘hit’ with that ability will spawn a corpse

Some skills may be something like “Lucky hit: on critical strike have % chance to do whatever”, meaning you must crit and lucky hit to cause the effect

If you manage to have a 100% lucky hit rate, then you have the maximum ‘up to’ chance listed to cause the effect per applicable trigger event.

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Ok thanks for clarifying, guess I’ll put max 1 point in such things, more just seems a waste if the chance is that low without proper lucky hit.

raxx sums it up pretty good.

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I pretty much asked the same question in the comments there :stuck_out_tongue:
Edit: Except here I got a good answer.

You have to consider how often you are attacking though. Each point of Hewed Flesh might only give a 1.6% chance to spawn a corpse per hit (for skills with a 40% LH chance), but if you have several blight/corpse explosion pools going and you are channeling decompose periodically, then you might easily be hitting 10, 15, or even 30 times every second, depending on how many pools and how many enemies there are. Even against a boss you might be hitting 4-5 times a second (and the chance is doubled against bosses).

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That’s kinda the thing, I was thinking of a blood/minion build and blood skills mostly have low lucky hit chances, seems better to just focus on more overpower damage and such.

75% lucky hit chance with 4% ‘up to’ = 3% chance to work, 12% ‘up to’ = 9% chance to work, getting more chance to effect is still worthwhile

Exactly, but look at necro blood skills, 35%, 20%, 33%, 8.7% and 20%. I need to stack a lot of lucky hit to get close to 75% let alone 100%, that stat slot is probably better spend on overpower damage or crit for my build.

It is possible that you won’t want Hewed Flesh if you can find other sources of corpses, since the blood/minion build won’t be as hungry for them. That said, I think the default assumption should be that LH chance on skills reflects the tendency of that skill to get a lot of hits. There may be some, like kick used to be on Barb, that are specifically designed to have high or low LH chance, but for most of them it’s just a way to keep LH procs from getting out of control.

So, I suggest trying it out before you assume it won’t work based on the % numbers seeming small

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For other skills that might work, for Hewed Flesh not really worth I think, I’d mostly want it for bosses where that group proc often doesn’t apply.

Hewed flesh is gonna be a must have for skele or ce builds.

Yeah, that could be true. Blood Lance and Hemorrhage might be hitting often enough that the doubles proc chance would still be worth it to give you a little extra minion revive, but reapers + having blood mist drop corpses might be a better way to go.

There’s a blood passive that also does a LH effect, though, right? So if you are stacking LH for that you might get value from Hewed Flesh too.

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I wasn’t planning to use Blood Lance, I feel Blood Surge out performs it in every way, base damage is higher, it overpowers in less casts and it’s better against groups.

Was indeed thinking of reapers + blood mist, as for the blood passive not really planning to stack LH for that, since all my skills are blood it should trigger often enough to give some boost so it feels more useful then Hewed Flesh and I will take it but fortified life caps at 100% so stacking LH for that doesn’t seem useful enough when there are so many other sources for it.

From my limited testing during the slam, reapers seem to generate a lot of corpses. As long as they’re alive.

I was running hewn flesh, reapers, and drain essence. And i was spamming corpse explosion and skele heals and after the buff even with eating corpses the way the druid eats honey, there would still be tons of them after every pack

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Hewed flesh is incredibly good to keep generating corpses.

Yeah necros seem to do well with overpower mechanics, baked in to their skills

Sorcs seem to do well with lucky hit and ok with crit too, not so much overpower

Its all really a numbers game. One way you can look at it is that you need say 1 corpse per second. If you have a 5% chance overall to generate a corpse and are able to have 20 instances per second of chances between skeletons hitting, your direct damage, and your DoT or other effects, then you should be right about on track to meet your needs.

Barbarians, Beardruids and Blood Necromancers is those with overpower mechanics. Nothing for Rogue or Sorcerer.

yeah is awesome to have to need lucky hit, lucky hit chance, crit chance, and crit dmg for do something, while others doesn´t even need it.

Also intelligence, all stats, wings from a fallen angels and good gear. :slight_smile: