First, i apologize for posting, but searching I can’t find a solid answer.
So skill A has 50% chance to lucky hit.
My talent has up to 20% chance to trigger X.
My gear gives 10% lucky hit.
I use skill A, the game rolls invisible dice and I get the 50% proc, now the system rolls more dice to see if the 20% chance to trigger X occurs.
So what does the hypothetical 10% on my character stats from my gear do?
My understanding was the “up to 20%” on triggering X is just placeholder/ceiling for my characters lucky hit, in the example 10%.
So really theres a 10% for me to trigger X.
Is this at all accurate?
Pretty sure that’s correct. From what I’ve read you multiply the chance for the spell to proc lucky hit and the chance for the talent to proc lucky hit to get the true value to trigger it.
So Skill A x Talent. 0.5 x 0.2 = 0.1 (10% chance).
I’m not sure how the gear stat gets added though, sorry.
I think the gear stat is additive with your base lucky hit chance.
at this point blizzard is intentionally dense explaining whether things are multiplicative or additive or whatever… it happens in every title
It multiplies the skill’s lucky hit chance. If you hover over the skill on your action bar you will see that it changes to 55% when you equip the 10% LH chance. All your LH chance bonuses will add together, then that total will multiply the base, I believe (I don’t think there are any x% LH bonuses). So if you had that 10% from one item, 5% from another, and 5% from precision magic, I think that would give +20% total, which would improve a 50% skill to 60%.
That all just determines whether or not you score a lucky hit with each attack with the skill. Then, all your “Lucky Hit: do X” attributes will roll to see if they proc. If it says, “Lucky Hit: Critical strikes have up to 20% chance to X”, then you have to roll a crit, the crit has to roll a lucky hit, and then you also have to hit the 20%.
As a rogue, all 4 of my current build lucky hit = X are written with “up to xx%”
I’ve not seen any without the “up to”.
Thats where my confusion comes from.
Why doesnt it just say lucky hit: 30% to gain 8 energy.?
I think this phrasing is their attempt to make it clear that not all skills have a 100% chance to lucky hit (but that the cap is 100% - you can’t lucky hit twice on the same hit).
EDIT: it would be clearer if they said, “When you score a lucky hit, xx% chance to do Y”
If you read the skills too they will say things like 20% lucky hit per cast, or per hit. Like for example the blizzard skill for sorcerer is a per cast skill. So I can only get one 33% lucky hit chance per cast even though its an area of effect skill which to me is lame.
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On the other hand, this means it has a higher LH chance vs bosses than it would if it was per hit (and appropriately scaled to maintain the same balance against typical groups).
I think all chances behind Lucky chance should be removed. Chance from Chance is bad decision.
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Here’s the math:
0.5 x 0.2 (1+0.1) = 0.11 or 11% chance to proc X
Skill% x Proc on Lucky Hit% (Base Lucky Hit% + Lucky Hit% from gear/passives/etc)
Yeah. Thats accurate.
At the time of posting this I was 100% in the dark on what and where the lucky hit% from gear and skills was being factored in.
But it just multiples the percentage chance for lucky hit on the skill.
So if you have 30% lucky hit from gear/talents
It would make Skill A’s 50% chance multiple by 1.3 into a 65% to then roll on the 20% lucky hit effect.
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Yup. I gave up on stat’ing for +lucky hit as soon as I realized the math behind it.
It’s far more effective to try and aim for the same “Chance to Proc X” on several different pieces of gear. It’s additive that way…as opposed to multiplicative with straight up +lucky hit.
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edit empty cause wrong info
Lucky hit chance stat you gain from gear and skill points doesnt stack on the chance on the skill, it multiples. So 10% on gear x 50% is 5% so rhe skills chance to lucky hit is now 55%.
You can test this ingame with watching you tooltips while you gain and lose lucky hit chance.
So for example my rogues poison Imbuement has 33% base chance to lucky hit.
My rogues lucky hit chance increase is 30% with non physical dmg.
If if just stacked id have 63% chance.
If it multiples, I’d have a 43% chance.
Which is what the tooltip reflects.
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thats … even worse than i thought … oh dear …
Yeah i was flirting with the idea of stacking it until I realized how it works. Not really a worthwhile investment as a whole. Maybe in a specific build tho.
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Multiplier.
In your scenario, the 10% lucky hit increases the .1 to .11.
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somehow, even coming from PoE the secondary “conditional damage” stuff is somehow overwhelming me - if it was speccable in the tree - okay, but having all that random stuff on the gear.
so you get +3 pulverize AND anything but overwhelm damage on gear, so its one stat lost, rerolling is to expensive.
its sad, i mean i like the idea of conditional damage - but having the wrong conditionals on a +2 skill that just doesnt use that kind of conditional is just sad, confusing, and then frustrating.
also having no way to increase overwhelm chance (so locked to 3%) makes the whole nice idea of overwhelm nothing to count/build on actually.
my bear hits like a noodle, with occasional x100 damage spikes - mostly on minor mobs … lol (whats the point of crushing minor mobs with like 5k over life overwhelm damage?)
Considering you can have like 6+ different lucky hit triggers and get +100% lucky hit chance… 
I mean I have a 40% chance to instantly kill monsters below 35% Health. For all practical purposes those mobs have 35% less health. I also have lucky hit to gain mana, another lucky hit to gain mana, lucky hit to make my next 2 spells free and do 40% more damage, and a lucky hit to instantly freeze. And that’s after stripping a number of lucky hits out of my build (not running fists of fate, not running temerity, etc). Lucky hit % is fine, it’s just not as insane as crit vuln or CDR. It’s a good stat just not S-tier stat.