Need explanation on Lucky hit

I use shadow imbue on my shadow step. The tooltip says I have 80% lucky hit for shadow imbue, but my shadow step says 269% (ish) lucky hit. Would my azurewrath or any on lucky hit attack use the % from shadow imbue or would it keep the % from my shadow step?

Your Azurewrath, or anything else with “X% chance on Lucky Hit,” is using Shadow Step’s value when you use that skill. If the enemy dies and the Shadow Imbuement explosion happens, that explosion can also proc Lucky Hit effects, but at the lower 80% rate.

Shadow step hits, it has over 100% chance to lucky hit, which then applies any ‘on lucky hit’ effects. Enemy dies with shadow imbue on them, that explosion, which is separate from Shadow Step, has an 80% to lucky hit by itself which is not affected by any other skill that was imbued.

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Everything you need to know about lucky hit is here: https://maxroll.gg/d4/resources/lucky-hit-mechanics

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since I have 269% on shadow step, it would proc it 100% of the time. Does that mean I should see 2 numbers pop up when i use shadow step? Or would the damage be consolidated into 1 bigger number?

Ok this is where it gets tricky, you have to look at the wording on the item/aspect/affix you’re using. For Azurewrath specifically, it says “Lucky hit: Up to a 20% chance to Freeze enemies for 3 seconds and deal [2,382 - 4,764] Cold damage to them.” Which means that your 100% Lucky hit chance gives you the max amount of chance to freeze an enemy and deal that damage, which unfortunately is 20%. Think of it like a proc on top of a proc.

Lucky hit chance is capped at 100%, however the effect is capped at a 20% chance. You’re guaranteed to always lucky hit, but the effect itself isn’t guaranteed to always hit. I hope that makes sense, as dumb as it sounds. With your Imbuement, you have an 80% chance to lucky hit, which then gives you a 20% chance to deal extra cold damage. Basically your imbuement has a worse chance to actually deal cold damage at the end of it.

Adding more Lucky Hit chance will increase the base proc of 20% by the percent of added lucky hit you’ve added. So if your Shadowstep tooltip shows 200% additional your Lucky hit chance would increase that 20% to 40% for example.

Regardless, you would see the Cold Damage being dealt separately when it actually hits. If instead the effect said something like, “Lucky Hit: Your Critical Strikes deal 20% more damage to Vulnerable enemies” that would just add the damage to your initial number on hit.

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Since when was lucky hit capped at 100%? Shadow step itself is already at 100% with no gear or paragon , lvl 1 etc. Isn’t it the reason why people use fist of fate is so that their lucky hit chance can go beyond 100%? My shadow step tool tip says 269%. Other ppl’s guide says 200 or so in pen shot. Do you have links that back up that lucky hit chance is capped at 100%?

Sorry not what I meant, the highest it can go is 100% total to actually lucky hit. However each skill by itself has a base chance to Lucky hit, which is then added into the equation.

If we use ‍Dash as an example, it has a base chance of 25% to cause a Lucky Hit. This percentage will increase if we add any [+]% Lucky Hit to our gear. If we add [+]100% Lucky Hit Chance to our gear, we end up with 25% x (100% + 100%) = 50%Tooltip Lucky Hit %. This means that each time you damage a target with Dash, you have a 50% chance to Lucky hit. But what about skills like ‍Shadow Step that already has a 100% chance to Lucky hit? It functions the same way, you take 100% x (100% + 100%) = 200% chance to Lucky hit. It may not sound intuitive, but Lucky Hit Chance above 100% still helps you, and here is why.

The chance to trigger a Lucky Hit effect has two components, one being the tooltip Lucky Hit%, and the second being the chance to proc the effect itself. These two factors are not capped, so a factor higher than 100% Tooltip Lucky Hit% increases the probability that you will trigger a Lucky Hit effect. Assume that you have ‍Doombringer equipped and you play with ‍Shadow Step.

  • With no [+]% Lucky Hit, you will have a 100% x 25% = 25% chance to trigger ‍Doombringerwith each cast of ‍Shadow Step.
  • If you add [+]100% Lucky Hit, you would have a 200% x 25% = 50% chance to trigger ‍Doombringer.

You are adding additional lucky hit to the “chance to do affect” percentage. So let’s take your example with Azurewrath, which has a base 20% to hit when you Lucky hit.

269% x 20% = 53.8% chance on hit to proc. Again it depends on the effect of what it says after the ‘Lucky Hit:’ part. Hopefully this clears that up. Technically speaking every other time you cast shadow step you should be seeing a separate damage number from the cold damage.

The calculations is very informative and easy to digest. Bottom line is the tool tip lucky hit chance % is correctly showing all the +lucky hit chance. Where I think your calculation is incorrect is just the azurewrath lucky hit, which is 40%, hence 269 % x 40% = 107.6% Regardless, I know what you mean and your point on shadow imbue procing azurewrath at 80% x 40% = 32% chance to proc on shadow explosions.

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Ah I’m sorry I was going off an older tooltip apparently. Thought it was a base 20%.

I think you’re mistaken. When you use imbuements, the critical and lucky hits are now from the imbuement. I played Poison Volley in Season 5, and the only goal of the build was to achieve 100% Poison Lucky Hit, even though Barrage was well below that, with the lucky chance around 50%.

I think the only stat that comes from the skill is damage. But I could be wrong, or it might not work that way with Shadow Step.

If you’re focusing on upping the imbuement yes you are correct. My example was going off base values. Not adding in their lucky hit chance.

In short

  • Lucky hit: high invest = highest value, low invest = no value

The mechanic itself is highest risk highest reward in the game

You can kinda middle on the road benefit in larger crowds from it, but if you want it to become viable (and ever get higher value from investment) you have to commit it quite a few notches more

Two tips on how to benefit easier if not possible to get high LH values

  • Always fight in larger crowds of monsters, LH procs. individually for each hit mob
  • You can equip same LH twice if not having enough procs.

Example:

  • LH on Meteor = 40% (quite beefed up :D, thought it was somewhere around 15%)
  • LH on Meteor enchant = 8%

So the chance to cast meteor from Enchant by using Meteor is (0.08 * 0.4)*(1+LH% bonus) = 3.2%

If you want to repeatedly cast meteors (i.e. barrage) then you’ll have to hit a decent amount of monsters to repeatedly proc. (in this case around 30 monsters). If you have a 100% LH% bonus then you’ll have to hit only 15 monsters :slight_smile:

That’s it, be careful against Bosses though, they won’t do much there for you

I believe the stroke of luck is from his imbuement and not from the dark step.

you got me thinking. I understand all that now. But my new question would be. I am wearing assassin stride, which gives me 78% lucky hit to trigger a shadow imbuement (SI) explosion. So with me having 269% lucky hit, that free SI explosion would be over 100% lucky hit chance. The question is, would that SI proc able to proc the azurewrath cold dmg (40% x 269 = 107.6%). ?

Honestly IDK, the new numbers seem so out of whack lately so not sure how they work :slight_smile:

SI has 44% LH
SS explosion has 78%

As you correctly said 269% bonus to 78% is 100%
And Azurewrath LH% is also 40% so that’s again basically 100%

The problem here is you’re asking if one LH can proc. another

That’s a vague territory tbh, I mean I’m pretty sure they don’t connect LHs for one to proc. another and is considered a bug if that happens

BUT sometimes they allow some “double dip” exceptions like that (depending on how it ends up being broken)

Now there is the (Icy Alchemist) Aspect which allows shadow explosions to also proc. cold explosions, that can kinda increase your Azurewrath’s use but really not sure :slight_smile:

Lucky hit is a simple math formula.

Skill lucky hit chance multiplied by effect lucky hit chance. Any +lucky hit chance from gear simply increases your skill lucky hit chance base value, meaning we are still only ever multiplying “this thing by that thing.”

So let’s say I have 100% lucky hit chance on my hammer of the ancients, and 20% chance on my azurewrath. I have a 1.0 * 0.2 = 0.2 or 20% chance to proc my lucky hit when using HotA. Or let’s say I have a 50% lucky hit chance with my Bone Spear skill, and I am trying to proc some effect that has a “up to 30% chance” to proc. We are just doing 0.5 (for the 50% on Bone Spear) multiplied by 0.3 (for the 30% on the effect we’re trying to proc). 0.5 * 0.3 = 0.15, or 15% chance. So each time I cast Bone Spear and hit a target with it, I have a 15% chance my lucky hit will proc for that specific lucky hit effect.

It’s pretty simple. Another way to think of it is, let’s say I have what I said in the prior scenario – a skill with 50% lucky hit chance, and an effect with 30% lucky hit chance. One thing about multiplication is it doesn’t matter what you multiply first, it ends up with the same number at the end. So you can think of it like, “50% of 30%” or “30% of 50%” which is a neat little mental game you can play to quickly think about the “size” of your lucky hit chance. It’s immediately obvious to my brain what “50% of 30%” is (hint: 50% of 30%, or half of 30%, is obviously 15%) and so this little mental trick works really well for me when browsing items/effects in the game with different lucky hit values.

When I think “I have a 30% chance to proc my 50% lucky hit skill” my brain understands that means I have one-third of a 50/50 chance, or basically, I can expect if I flip a coin 6 times (or cast my skill six times) I will probably lucky hit one of those six times.

@ Twink.

Actually, its not a general lucky hit question, it was a question specific to a few mechanics. maxroll and Iggi already covered it.

@ Vic1ouS-2764 ; seems a legitimate proc to proc a mechanic though, since it would have already been inflicted with SI, it’s just means its the SI explosion is occuring more often.

I like your idea on testing that Icy Alchemist for possible synergy.

I doubt it is supposed to - I have never seen a LH effect which states its own LH chance. So what LH chance would you have on Splintering Energy procs, for example? The only option would be if it retained the LH chance of the hit that triggered it.

That doesn’t mean it doesn’t happen - as we know, there are plenty bugs.

But I also doubt it for another reason - it could result in infinite chains where one LH effect procs another, which presumably could then proc back onto the LH that procced it, and so on. With high enough LH% this could go on infinitely. As this would likely crash the game, I doubt it would be permissible. Though it could be avoided by making it so each LH effect can only proc once per chain.

I suspect not letting LH effect proc other LH effects is the simpler and cleaner solution though.

No, he’s asking if shadow explosions LH can proc. Ice explosion LH on Azure (i.e. we’re not talking about the same LH here)

Shouldn’t happen as every LH has a proc. “thread” of it’s own, but then there’s an Aspect which makes Shadow explosions also proc. Ice explosions :slight_smile:

I was talking about in general. Splintering Energy was just one I knew of that hit multiple targets. The same principle should apply to explosions.

Either way I would say the answer is no, or at least I doubt that would be the intention. But I can’t confirm. Probably needs to be tested to be sure.

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