Fists of Fate: Confused about the "random chance" to deal extra damage?

The language on the affix is

“Your attacks randomly deal 1% to 300% [200-300]% (of their normal damage)”

This is very confusing to me.

First it says “1 to 300”% but then it immediately says “200 to 300”%. That’s contradictory. Which one is it?

Are some of my attacks going to do almost no damage at all (i.e. only 1% of normal)? Or is this random damage always going to just be extra damage?

And is there a chance for this to happen or will every single attack make some random roll??

The minimum possible on an attack is 1%.
The maximum is in the range of 200%-300%, depending on how that affix rolled when it dropped.

You really don’t want a 200%, because that means your average value is 100%, ie, you don’t see a damage benefit. It’s an item you really, really, want to roll at max range.

It’s also the reason why some people really hate the item. It’s used mostly for its high lucky hit chance and ability to proc crowd effects. It’s also been singled out by the devs, so likely expect it to be changed after this season.

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As someone who mains them they are great for if you are damaging with lots of multiple sources. So for me on Whirlwind Quake/Devil they are great, because of how many Earthquakes and Dust Devils I spawn in rapid succession. I definitely average the higher damage.

Also, because of how high my Lucky Hit Bonus is I stagger bosses incredibly fast and often.

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That’s why the devs are coming for ya.

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Not till season 8 though.

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I’m using them in S7 just because they’re now on the naughty list. Me and my big frog.

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every single attack/skill rolls lucky hit

its a fun unique, the lucky hit damage isnt even the best. personally i consider a solid chance for CC on FoF more important. depends on the class and build of course i guess ^^

They said by Season 8 they’re going to take a pass on how items like Fists of Fate apply Crowd Control because they don’t want it to trivialize combat versus mobs by having everything be frozen, stunned, etc 100% of the time.

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If that’s the tactic players are going for then that means:

A) Monster damage is too high, relative to health
B) Player Health is too low
C) Player Damage is too low
D) Some combination of the above

This is probably true at higher Pit Tier levels, and honestly that’s fine imo as most people won’t get there. It is kinda insane how much CC you get out of FoF, though. It’s particularly powerful when staggering bosses.

It’s the amount of cc/stagger, and from what they’re saying, the fact it’s free. Things like FoF and the lucky hit cc tempers allow you to do it all with your damage skill. You didn’t have to use another skill, spend extra resources, hit another button. That’s why he called it incidental crowd control.

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More like Brophrog, amirite???

…but that isn’t free. You’ve got clear costs there:

  • You’re wearing Unique Gloves, which means two less Tempers
  • You’re wearing Unique Gloves, which means one less Aspect (Offensive, too!)
  • You’re giving up other Tempers for CC-lucky hit Tempers

So - definitely not free! I personally think it’s fine, and a player choice that actually yields a meaningful result.

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Yeah, well, they don’t see the opportunity costs of those things as significant enough drawbacks. They made a slide and everything!

Doesn’t have to be - that’s good game design to give choices. I would agree with devs if every build were using FoF, but they are aren’t.

It just makes it annoyingly bland when the game becomes “you must use this new Aspect/Build-defining Unique we just made” rather than some of the generic Uniques like Frostburn or Mother’s Embrace. Let players build and have their fun.

That’s extremely true, but also very helpful when scaling higher pits. So if they nerf that it’s going to have huge negative affects the higher you scale.

Want to see insane CC? I run a Scourge build on my Spiritborn. There’s an Aspect that turns it into an aura, and Temper to increase size. At 100% size increase, it takes up just under half the screen.

Now the CC - it comes with Poison, Slow, and Fear. 100% uptime, nothing touches you save for bosses that are immune. I literally just walk around in T4 killing everything.

For bosses, I throw out Centipede Ult and Toxic Skin. Skin does outright tons of damage if you walk/dash through with the Active on.

So do I think FoF is an issue? Hardly.

I agree, it’s a very binary feeling game in some respects. CC is mostly there to proc multipliers and that becomes incredibly frustrating for some classes on bosses. It’s a race to win before you run out of staggers.

Hopefully, because they’re bringing this to attention this early they take a more holistic approach and really think this through.

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The thing is, if they take away FoF’s stagger potential, then they also have to redesign the Rogue from the ground up. I mean, all our damage comes from things being CC’d. So, when bosses aren’t staggered, we deal so little damage that it might as well be zero.

Fist of Fate is standard on Rogues because of that and it’s Lucky Hit stat helps our Heartseeker builds built around Victomize. Take away FoF and we can say good-bye to Heartseeker builds permanently.

Boo!!!

Interesting how our classes both depend on STAGGERING. I dislike this requirement but here we are. As a sorceress I had no idea this is a rougue issue as well. Thanks for increasing my knowledge! I will monitor this issue for your class as well.

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Not the only issue, for sure.