If you played black jack and got 21 every hand it would be boring. Same story with lucky hit.
The real issue with lucky hit is the lucky hit chance on skills arbitrarily set by the developer team.
I understand the general idea is that a skill with wider AoE / multiple hits should have lower lucky hit chance. However the developer team have the values all over the place.
Why does Bone Spear, straight line AoE that can multi-hit with shards, have 50% lucky hit chance while Sever, also straight line AoE that hit things twice, have only 20% lucky hit chance?
Another example is the super low lucky hit chance on Sorc conjuration skills. Instead of balancing the skills, the developer team makes some skills outright unusable for lucky hit procs.
noone really understands it (and most likely not even the devs), so just stay away from this stat. you can easily beat end game content like nm100 and lilith without any of it, so simply ignore it.
Yes, but that is not an issue with lucky hit. The balancing in general is just horrendously bad, including lucky hit.
This of you who claimed lucky hit revealed in D4 is better to understand, then why don’t you answer the op questions clearly
50% * 10% * (1 + 5%)
They just need to clarify on the tooltip what all the math interactions mean in the end: 2.5% chance to trigger or whatever it may be.
Lucky hit is fine but it’s unnecessarily convoluted by (poor) design.
There is a loading screen that explains it.
In my opinion it’s easiest to view it like the the critical hit chance relationship with critical damage. Score a critical hit and the reward is the critical damage bonus. For LH you score a lucky hit with the skill and the reward is a chance for LH effects.
The only fundamental difference is LH chance is baked into each skill, instead of coming as a traditional stat, and both components are chance based.
From here it intuitively follows bonuses to lucky hit chance would improve skill LH chance. Everything else, in terms of the “math” and whatnot, should also make logical sense.
Skill tooltips do adjust their displayed LH chance when LH bonuses are added. It may require enabling advanced tooltips.
They probably do not display the absolute effect chances since there is no quick and easy way to do so. Perhaps it could be done by listing every single available effect on every single skill tooltip with a LH chance. Unfortunately that’d be messy and a lot to calculate.
It’s not like it requires a great deal of time and effort to open up the character sheet, look at the displayed LH chance for relevant skills and applicable LH effect chances to ballpark it.