Please consider making lucky hit chance modifiers additive even if you shrink the numerical values.
So instead of +5% multiplicative on the base (50% x 1.05 = 52.5%) it’s +2% additive on the base (50% + 2% = 52%).
The multiplicative state of LHC punishes skills that are either DoT or have a low base LHC which is beyond the player’s power to affect and build diversity is greatly hindered when interacting with the system. The LHC additive system is more effective with low value skills and less effective with higher ones creating a meaningful equilibrium effect for consistency.
I agree that it needs a complete rework but in the meantime it could at least not be so heavily tilted. With FoF taking on normal values it really just makes no sense to have it be multiplicative anymore.
While I do understand this view the problem in-game is the opposite. Skills that have very high levels of LHC also tend to be highly spammable and with a greater ease for triggering under high attack speed. In theory high LHC skills have cooldowns and other proclivities but it’s the complete opposite in the actual game; almost everything with a cooldown has lower LHC levels than the basic skills and core skills for whatever reason.
FoF is fine, it can still be a staple in some builds as equipment and others simply as a charm. What needs a rework is how lucky hit is calculated under the hood, a chance of a chance to do something makes the whole thing hard to understand for a lot of players. I’m used to it because of WoW, Proc Coefficents are the same thing with a different coat of paint.
They did a long time ago, I remember people using them in PvP back in the days of BC and Wrath. Now that I’m thinking about it the last time I played I got roped back in during BFA by a friend and a lot of the jank mechanics like that didn’t exist anymore so it’s rather antiquated design.
you really need to step up that trolling game lol. its not even mildly entertaining.
i mean, i think i see where you want to go, but honestly, i dont think LH is something that needs increased attention soon. Its a little weird for newcomers with the multiplicative nature of gear bonus, but thats about it id say.
Id say, before we request further reworks, let blizzard fix some bugs, and who knows, eventually decide on a direction for this game.
I was using it with DoK rogue for a while last season, you could probably still get away with it this season as well if you wanted to, Etna’s isn’t required at all. In my current build I use Azurewrath’s shatter proc and stack as many hits as possible with phys damage to instantly kill or chunk enemies. FoF can be used as a charm in this instance but I’ve been using Gladiator’s Triumph since I got a really nice Mythic Banished Lord’s Talisman early on. I’m sure there are way more instances where this can be used as well just try it out instead of the normal monkey see monkey do BS I see with everyone copying builds.
Im not trolling hehe xD. I’m trying to have a legitmate discussion. Much like the many discussions I’ve had with you where you learned something lol lmao
I definitely agree that it isn’t a front burner issue.
I do think that the fact that it is multiplicative however, but denoted with a ‘+’ sign in this game, is rather unintuitive. It’s one of the least well communicated parts of the game on all fronts. If this were implemented today that would be the end of the issue for a long while since LHC splits itself naturally in the system amongst multi-hit and multi-tick moves anyway.
But they definitely have larger fish to fry; it’s just something that hasn’t been handled well since launch in my opinion with a number of flat proc effects moving to lucky hit and functionally becoming much worse because player options to invest into lucky hit has greatly reduced over time.
WoW and D4 are hardly alone in this.
If a game got single target and aoe attacks which need to exist side by side having proc coefficients makes a lot of sense. Likewise if you have slow and fast weapons together and don’t want the dagger to stun more than the two handed mace or whatever (in some games you might of course specifically want that difference).
Would be hopeless to balance otherwise.
D3 used proc coefficients extensively as well.
Most games just don’t talk much about it. And nearly none of them let the players affect those coefficients directly.
Then D4 does it with Lucky hit. Which imo is really refreshing to see. Awesome affix to offer players so they can tinker with builds.
Is it complex? Maybe. Could the skill tooltips do a much better job at presenting the data and chances to players? Yes.
But at least don’t kill one of the coolest mechanics the game has. The game is already dumbed down a lot.
If you make a single target effect and an aoe effect have the same proc coefficient, it will either be super weak for the single target effect or broken for the aoe.
Is there need for balancing the numbers, and sources of LH, yeah probably. I guess it can join the club of every single other system in the game in need of a massive balance overhaul.
Are you kidding? Mythic Fists of Fate is very strong. The mythic version is 1-390% so the average multiplier is x95% and it’s calculated in its own separate bucket.
I do agree lucky hit is confusing the way it’s implemented right now. I’m on a druid and we use it to reset our ult CD so I’m grappling with it this season.