How does lucky hit chance to restore primary resource work?

Specifically with chain lightning. I have about 110% lucky hit chance stat and I know Chain Lightning has its own lucky hit chance built in.

Im wondering what this means and how much lucky hit chance I need to be comfortable on a chain Lightning build. Whats the math on all this?

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This stat multiplies the inherent LH chance. So you take the CL LH and multiply by 2.1 and you get your actual LH chance. Then multiply that by the “% chance” listed for the restore resource affix. So if the affix says “20% chance to restore XX% resource,” for example, then you would have 2.1 * 25% LH for CL * 20% chance = 10.5% chance to restore XX% resource.

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That sounds horrendous. The stat on the weapon says up to a 5% chance to restore xx% primary resource.

My chain lightning on the skill tooltip says it has a 53% lucky hit chance currently.

Dude don’t overthink it… 50 percent of 5 is 2.5, but u have 110 lucky hit, so u have 160 percent lucky hit total. Regardless your lucky hit is 5 percent chance to proc, and a separate lucky hit proc for 2.5 percent with the 60 percent over 100 u have… It’s just a rough estimate…

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As I understand, if you have a 110% Lucky Hit chance, it only counts as 100% and the remaining 10% is meaningless. This means that every hit you make will be a Lucky Hit. The operation of Lucky Hit will be divided into 2 stages:

  1. It checks if your hit is a Lucky Hit or not?
  2. If your hit is a Lucky Hit, it will check the Lucky Hit of the skill.

So if your skill has an 8% Lucky Hit chance to trigger something, it means that you can only trigger 8 Skill Lucky Hits / 100 Lucky Hits.

So at 110% lucky hit and CL’s 53% lucky hit chance and the 5% chance to restore resource…I have a 5.57% chance to proc the effect…

Thats pretty pathetic, not sure how youre supposed to sustain off this for a chain lightning build but the build im following recommends it. I guess chain lightning hits multiple times but that’s a really low chance. Kind of lame.

Yep! really low chance to restore… :smile:
Do 100 Lucky Hit > 50->53 CL Lucky Hit > For every CL Lucky Hit that only 5% chance to restore your mana. IMO, this 5% chance restore resource is not included in the general equation with the other metrics.

I already tried CL and it’s OK:

  • One-handed Sword / Wand: 5% restore resource.
  • Focus / Offhand: 5% restore resource.
  • Add aspect: Each time CL bounces, gain 3.0 mana.
  • Tempering both weapon and focus: X% chance for CL Projectiles to cast Twice.
  • Anxial Conduit Unique: X% chance for CL Projectiles to cast Twice + Resource Generation.
  • Skill passive: Absorbing Cracking Energy to generate 12 Mana.
  • Fire Bolt Enchanment + Firey Surge passive: Killing a Burning enemy increases your Mana Regeneration by 15-45% for 3 seconds.

But now I building FO set… :+1:

If the stat says up to 5% chance, 5% is the maximum possible chance you will have, per hit, at 100% lucky hit chance total from all sources. Any more than that does nothing.

It’s a (bad) way to arbitrarily control the power cap of such effects; you’re not meant to sustain solely from that single affix and that’s the point.

İ try to avoid depending on lucky hit chance mechanics because it gets multiplied multiple times and you usually end up with such a low chance it cant be relied on tbh

(İ might be wrong… just my experience)

Right - it’s 53% because that’s 25% * 2.1 and then rounded. So that is already accounting for your 110% lucky hit boost.

With 5% chance to proc on LH, that means you have about a 2.5% chance to proc it. So once for every 40 hits from your CL

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Actually it’s 0.53 * 0.05

This.

I don’t really get it; players complain that proc coefficients get hidden (like in earlier Diablo games), then when they are made visible to the player in-game (via/renamed Lucky Hit), players come back with: it’s too complicated!!!

It’s really quite simple. Lucky Hit is a proc coefficient meant to equate long cast, resource costing, cooldown using skills with that of free, faster, simpler skills. Those skills that have cooldowns, cost resources, and fire slower should have higher Lucky Hit chances, everything else being equal.

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Exactly. It’s about getting it right and not using a skill, which is a lot nowadays since we have a screen full of skills, so there’s nothing to worry about. The game still lacks unique items or aspects, which we have a hit with. guaranteed luck, it would be interesting for some skills with low luck hits.

actually the lucky chance on your skill is already affected by your increased lucky hit chance so no multiplying necessary. just look at skill. that has the lucky hit chance so say 35%. 35% of the hits with cl will be lucky hits. now 5% of those lucky hits will restore primary resource.

this is easily verified by looking at skill lucky hit with and without a piece of gear like fists of fate equipped. so you can see the change in lucky hot chance is applied to the skills lucky hit.

Right, I was just looking at the default value in the planner. In-game will do the math for you, so it already accounts for the LH bonus. The default for CL is 25%, the OP has 110% bonus, so that works out to 52.5%, rounded to 53%, so they see 53% when they mouse over it. But it’s important to know how the UI came to that value to realize that getting another 20% LH chance would only increase that by 20%*25%=+5%.