Does Lucky Hit Chance influence skills that have “Lucky Hit” in the description, like Sorc’s Avalanche?
I’m having an issue understanding. If yes, is the impact large?
Some threads I tried reading through but i’m so confused regarding in-description Lucky Hit. The Lucky Hit on “Avalanches” tool tip does not change when you add lucky hit gear.
Each active skill has a lucky hit chance, which determines how often it scores a lucky hit. That chance can be increased by gear or other bonuses to LH. When you get a lucky hit, each of the things with “Lucky Hit: chance to do Something” roll to see if they proc.
So for Avalanche, which is a passive, the chance of proccing on lucky hit stays the same. But by increasing your lucky hit chance, you increase the chance of getting a roll to proc it.
so if my ice shard says “22% lucky hit chance” I have a 22% chance to have the Avalanche passive lucky hit chance to roll on its 10 % chance, which remains static?
I’ve seen formula’s but it’s tripping me up. Would you know how to do the formula?
" Lucky Hits won’t do anything on their own [regardless of character class] Players need to have a Lucky Hit Effect from an item or skill node for their proc chances to have any meaning. These effects also have base chances of their own, which means that triggering a Lucky Hit won’t necessarily mean that the effect itself will apply."
So basically its rolling twice. Once to see if you get a lucky hit, and then once to see if that lucky hit procs any of your lucky hit effects.
Right, so you would have a 22% * 10% chance for each time ice shards hits. Your ice shards tooltip should reflected your lucky hit bonus. So if the base was 22% and you got +50% total lucky hit bonus, it would show as 33% lucky hit chance and you would get 33% * 10% Avalanche procs.
Lucky hit on your gear = Bonus Lucky Hit Chance (you can see it in your stats)
This is a multiplicative stat. Meaning if you’re playing HoTA barb for example with a 50% Lucky hit chance, and you have say 10% of lucky hit chance on your gear, 50 * 1.1 = 55%
As far as “on gear abilities” lucky hit chance, for example: “*Up to 5% Lucky Hit chance to regenerate 20% mana”, there is no way to increase this value. It will always be 5%
So if you have 50% Lucky hit from HoTA and a gear stat that says 5% chance to proc, HoTA is going proc Lucky hit every other time on average, and the proc on the gear will trigger 1 in 20 times on average meaning every 40 times you use HoTA, you’ll get on average 1 proc of that lucky hit stat on your gear.
So is pressure point passive 30% multiplicative with gear or additive. (assume multi)
I’ve been getting massive lucky hit procs in this Duel wield WW build not sure if I understand the power of lucky hit on my gear though.
Example - Pressure point is 30% lucky to core, WW is 25% lucky and on gear I have 22.5% lucky hit.
So trying to figure out is it mostly my fast attack speed and 2 weapon for my lucky hit or is it just my big bonuses or both. Not sure if I want to drop lucky hit on gear since it’s working so well. Since it procs Vulnerable then also resource gain/healing.
WW is actually only 20% lucky if I recall. So having 25% lucky hit on gear would give WW a 25% lucky hit chance.
As far as pressure point, it’s it’s own thing. You can think of it as being on your gear. 30% of the time when WW procs lucky hit, it will trigger pressure point. Broken down it looks like this:
WW procs on average 1/5 ticks, PP procs 1/3.33 lucky hits so about 1/15 WW ticks will get you 1 vulnerable proc.
As far as attack speed on gear (other than the weapon you’re swinging), it has no affect on Whirlwind. It’s a wasted stat unless you really want it for your basic ability.
First Dice roll.
This dice roll determines if a lucky hit occurrs, but not what lucky hit occurs. The chance for this is based on your lucky hit chance in your advanced stats and the individual lucky hit chance on the tool tip for a skill.
Second Dice Roll.
This dice roll determines what lucky hit occurs. Some of these affects are found on gear affixes, and some of them are found in your skill tree. Those found in your skill tree will say something like “up to a X% chance”, and that is the maximum chance that this particular effect can have.
So what that means in practical reality is that you need 100% lucky hit for Avalanche to actually occur 10% of the time. So unless you have 100% lucky hit, Avalanche is actually procing at a rate that is less than 10%.
That might sound weak, but my Lucky hit is less than 50% and avalanche goes off about every 5 seconds because there are so many dice rolls happening.
Yea I got this. I switched to an End game Duel Wield for more benefits since 2 weapons and faster weapons just means more than 2 times the hits. So way more Fury gen on Hit/Crit. among other things.
My uptime on Vulnerable is very high though I notice this for boss fights which has been helping being WW and pretty bad at single target. Which is nice just didn’t want to switch my big lucky hit source 16.5% from Gohrs for CC gloves to get max Crit and lose my lucky hits.
Since using Ramaldni’s sword procs big Fury gain on lucky, Temerity 1.4k heal and of course the Vuln procs.
Guess I’m just trying to access the value of that max lucky hit roll in my build. Obviously can play around with it but understanding the math is better.