If you invest enough point into Concussion so the % passes 100%, is it a waste of points or will it somehow still improve the chance (affect lucky hit orso)?
Interesting question.
You would think anything beyond 100% chance is a waste…but then why would they allow it?
Anything past 100% Lucky Hit Chance on a proc is wasted just like any point past 70% Elemental Resisr is wasted and each point past the 85% Armor Cap is wasted.
Ancestral Echoes or Concussion is not more potent or more effective when you exceed 100% chance for that proc to occur when a Lucky Hit is rolled.
It is just bad design and I have argued for mechanisms that have benefit with diminishing returns past cap.
Anything past the Elemental Resist cap should generate Barrier or Fortify with diminishing returns whenever you take damage from any given Element. This means a portion of the damage is being converted to Barrier or Fortify (Barrier is my preference).
Past Armor cap should do the same.
Lucky Hit proc chance exceeding 100% could add to the potency of that proc. There are not a whole lot of Lucky Hit procs that can even achieve this.
Mate, don’t tell Blizzard about this, they’ll just end up removing that temper completely too.
At 100% lucky hit your concussion proc chance is the same as the % lucky hit chance shown in the tooltip of your skill.
For example, i think bash has 50% lucky hit chance so if you have 100% lucky hit chance on your concussion then the chance to stun is 50%. Now, if you go beyond 100%, in your case 110% then you multiply 1.1 times 0.5 (base lucky chance of bash) which results in 0.55%
In short, yes, it does improve the chance by quite a lot actually.
Because they’re idiots?
Uh what? You have two separate mechanics.
- Chance to roll a Lucky Hit
- When you roll a Lucky Hit, chance to proc a specific Lucky Hit.
In the case of Concussion, 100% is the highest chance to proc Concussion. If you have 100% chance to proc Concussion if you roll a Lucky Hit you will always proc Concussion.
Your Skills that have a Lucky Hit Chance coefficient is the chance to roll a Lucky Hit with that Skill. The only way to modify this is with Lucky Hit Chance Affixes. Lucky Hit Chance is multiplicative so it is pretty much impossible to have a Skill have a 100% chance to score a Lucky Hit.
At 50% Chance for your Skill and 100% for Concussion, you will proc Concussion 50% of the time.
At 50% Chance for your Skill and 110% for Concussion, you will proc Concussion 50% of the time.
Ancestral Echoes which can be placed on a 2H and exceed proccing a 100% chance to proc an Ancient has the same proc chance at 100% or above 100%.
There are consumables and items that can push maximum elemental resist up to 85%
maxroll gg/d4/resources/lucky-hit-mechanics)
This was last updated may 10, 2024 so it’s relevant. What they state is that bringing the lucky hit coefficient of a skill above the 100% mark begins to affect the percentage chance of any given proc multiplicatively by whatever percent is over 100 on the skill. So, if you managed to get a skill to 200% coefficient (lucky hit chance) then the chance of the proc in question would be doubled. For the example they use Doombringer which has a 25% chance to proc on lucky hit, and this would become a 50% chance with a skill at 200%.
Now, the question here is does having a proc with a chance above 100% work the same way but in reverse? I believe it might be, given how janky Blizzard has made their code for this game up til now.
Yes yes I know the hard cap is 85% and Tyraels and Tassets provide for that but Elemental Resist Affixes do nothing past the cap. For most players that is 70%, for some it is more than that.
Just like Barrier Generation past 100% Max HP does nothing.
Just like Armor past cap does nothing.
That is because you when a Skill is able to get above 100% Lucky Hit Chance, it rolls a Lucky Hit then has the chance over 100% to roll another Lucky Hit.
120% Chance = 100% + 20%
- 100% Lucky Hit Chance: You score a Lucky Hit. All Lucky Hit procs are rolled. If no Lucky Hit Proc is rolled, nothing Lucky Hits. Doombringer has a 25% to proc.
- 20% Lucky Hit Chance: You have a 1 in 5 chance to roll a Lucky Hit. If no Lucky Hit proc is rolled, nothing Lucky Hits. Doombringer has a 25% to proc.
In the case of having 200% Lucky Hit Chance you would roll 2 Lucky Hits.
Technically if you have a 50% Lucky Hit Chance, your Doombringer has a 12.5% chance to proc. At 100%, it is 25% (or the stated proc chance). At 200% Lucky Hit, it is 50%. At 150%, you have a 37.5% chance to proc Doombringer.
It shouldn’t work in reverse if your Doombringer proc chance was above 100%.
Totally agree that it shouldn’t work in reverse. I’m just thinking that it still might with the way this dev team is running things. Now, I notice that you say the lucky hit being over 100% on a skill makes it roll a second time. This is the first time I’ve heard about that and I have to ask… If lucky hit is being rolled twice on a single skill cast, would that mean that the proc could happen twice on a single target per cast? Or does this go by a gate logic? (e.x. If proc roll 1 = false, then roll for remainder skill lucky hit above 100%)
With the new Fists of Fate and all the right GA on lucky hit items you could also get something like 300% increased lucky hit with some work on aspects and such. On Shadow Step this would mean a 3 lucky hit rolls under your own example due to that skill starting at 100% chance. Do you think it would roll 3 times in this instance???
I am thinking this is why Maxroll says anything above 100% Lucky Hit on any particular Skill affects the coefficient proc chance. If what Maxroll says is true, that means that any portion past 100% Lucky Hit of a Skill is rolling another Lucky Hit. Theoretically if you were able to get to 300% Lucky Hit on a Skill this would give you 3 Lucky Hits rolls.
I cannot confirm that because Lucky Hit Affix is multiplicative so I have yet to see being able to get to a 100% Lucky Hit. This would be wildly broken especially paired with a proc that had a 100% chance.
In my example, this is why Maxroll is probably saying 200% Lucky Hit on a Skill translates to a 50% Proc Chance for Doombringer. If it wasn’t rolling another Lucky Hit 100% or 200% Lucky Hit on a Skill would still be 25% proc chance for DB. This is also why having a 50% inherent Lucky Hit Chance on a Skill without any other Lucky Hit Chance Affixes would mean a Doombringer would be treated as a 12.5% Proc Chance.
So, I would need to do some testing to confirm what Maxroll is saying is even true.
Would definitely be nice to know if this was true or not.
Someone on Sanctuary Discord (can’t remember the name right now but he is someone that is “trusted”) tested concussion on Bash earlier this season. With 170% in concussion, he got 85% stuns. So apparently, instead of doing two different calculations, like I had assumed, it only does one using your LHCxLH Skill.