Lucky hit is terrible

Real chance = (Skill lucky hit chance) x (proc chance listed) x (1 + character lucky hit chance) = total

lets say the skill chance has 50% the legendary aspect says up to 75% and you have 0 stat.

real chance = (.5) x (.75) x (1) = .375 so 37.5%

If this is truly how lucky hit works. thats overly complicated even more so that’s RNG on top of RNG. when has that EVER been a good thing? why not just have lucky hit be equal to that chance it says and be done with it. if you have more lucky hit than it says, then it says what it is. this is just confusing and why even have a stat like this. just make the item say it has that chance to begin with. or just get rid of the odd stat altogether.

Edit: so, it actually isnt rng on top of rng, but that just proves my point as to the fact that its confusing…

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Any stat that has confusing formulas or hides the math formulas is terrible. Calculating your choices to craft new builds is what makes these games popular. Needs to be addressed.

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Yes, just get ride of it.

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yeah like if it said 75% of your lucky hit chance then that would be more clear lol. not up to 75% cuz that still makes it sound like it could be lower.

It should just display what your current chances are. I’d rather that than having no idea. Even if it was in parenthese next to the lucky hit % or something. Some thing like “Up to 45% (currently 23%) chance of instantly freezing enemies”

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In the lead up to the early access beta there were a bunch of YouTube videos talking about how d4 is revolutionary in how it would auto update tool tips of proc chances based on the skill you’re using. This must have been from a previous beta lol.

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Lucky hit is just spell proc coefficients brought out of the hidden math area and given an item stat to improve it.

Its actually one of the only interesting stats they currently have.

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I wouldn’t be surprised considering the tuning and the flurry circle legendary wasn’t working at all. Just changed the animation.

I don’t mind lucky hit, I just don’t like having to perform math homework to know the actual chances of getting one.

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That’s a fair critique. Seeing the stat on an item takes some fairly deep thinking to know whether it’s any good for you.

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maybe it does in the current version. the beta is a few builds back. but still.

I don’t know, but it was showing it in the tool tip of the proc on the item. If you have 6 different skills on the bar it’s not going to list 6 different percentages on the item tooltip.

Whoever decided this was a great new thing to add needs to seriously rethink what they define as good. Lucky hit is terrible and probably the most convoluted stat I have ever seen.

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Its not that hard, you have ‘up to’ the listed chance (it is a maximum) to trigger an effect based on the lucky hit of the skill used modified by your lucky hit bonus.

Using Skill X with 40% lucky hit rate (advanced tooltip information required)
You have a 50% lucky hit bonus (character stats/bonuses from equipment)
The lucky hit effect has a maximum of up to 10% (listed affix/aspect effect and rate)

So (SkillRate * (1+BonusRate)) * UpToRate = total effect chance
(0.40 * (1.5)) = 0.6 * 0.10 = 0.06 or 6% chance per hit to trigger out of a maximum 10% per hit

You have a 60% trigger rate of the ‘up to whatever maximum’

So if your max is 5%, you have a 3% chance to trigger.

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It can’t show the actual chance because it’s dependent on what skill you’re using to proc it. Not all skills have the same proc coefficient so the item tool tip can’t possibly contain that info.

This was actually in D3 as well, different skills had proc coefficients for effects but it the RNG math wasn’t displayed in the UI. You had to google it to figure out what skills worked better than others.

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I like lucky hit. Proc effects are fun. Showing the proc coefficient and all modifiers to it is good.

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“yo we heard you liked rng so we put rng in your rng”

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proc effects are fun, yes. But there is no time in the game where im going to gear for lucky hit > crit chance, crit damage, aspd, or + to skills. UNLESS im capped. They would have to make an item that has a lucky chance proc that is so broken that if you HAD to use it. at which point itemization failed even further. Im saying they shouldnt have made it a stat. They could just as easily have not had proc co-efficients on abilities and items and made it so that the items didnt say Lucky hit, and just said you have x% chance to do this and made it apply to everything.

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So are you complaining about how they do it, or the end result that they arrive to?

Because right now it sounds like you’re complaining to complain but not actually addressing any meaningful issue.

The coefficient mechanic is there for good reason, otherwise everyone will just use the ability that has the most amount of hits per second to proc the most.

The main issue with lucky hit compared to all the stats you’ve listed imo is that there’s no interesting procs. Why stack lucky hit to increase your chance to ‘execute injured non-elite mobs’ that you’re just going to one hit anyway?

Where’s the lucky hit: 20% chance to cast frozen orb on hit? And don’t make it a class specific affix, I want to pump out frozen orbs from frenzy on my barb. The sorc would have the benefit of being able to spec into it and improve it.

I saw that some of the info on skill tooltips was dynamic. When i had a small amount of resource cost reduction on gear, the move said it cost 39 resource (down from 40)

I don’t see why the lucky hit chance listed when moused over couldn’t be the actual chance after all the modifiers, so you could just look at it and know