Some of the lucky hits on charms make no sense

The Lucky hit effects on some of these charms seem ridiculously stingy. For example: “5% chance to freeze for 2 seconds”.

Five percent? Really?

So if my lucky hit even procs, which is not a huge chance to begin with, even then only 1 out of 20 times I’m going to get the effect?

I have to admit I don’t understand why anyone would pick this.

There seems to be a second class of lucky hits that is around 40-ish% chance to happen. Those at least make sense. but the 5% ones seem pointless.

Am I missing something?

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you are not missing anything, this is a fake RPG game. this game runs like an ARCADE, where your spaceship shooter has 200 projectiles hitting everything all over the place, so a 5% chance to do whatever nice fireworks is really reasonable.

:face_with_hand_over_mouth:

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The secondary effects for charms have never been great until S15 where now you want the same resistance on each one along with your main skill. So 1 button fire warlocks are all going to want hellfire +3 with fire resist so they can stack fire resist with aspects and even stone of jordan if desired. Stone of jordan turns all this fire resist to all resist so the charms say hellfire +3, all resist which is best in slot.

So yah aim for resists now and not lucky hit to do anything.

So if you are selling charms treat resist with skill bonus as premium.

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The chance to hit for meager elemental damage is actually really nice for my build.

I need to use a second element to proc a 70% damage buff. This does it nicely for free, and procs all the time due to my AoE and ridiculous attack speed.

I do avoid the CC based ones.. I like to control the DR, my damage also depends on freezing stuff.

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I really wish we could just roll either a stat off or a new entire piece. They tried to make it really random like d3 reroll set piece which couldn’t be ancient. The whole system feels bad. Too much cube. I get so bored I take whatever for the set bonus and move on.

a skill with a 20% LH chance will proc that effect once every 250 casts, or about once per pit run.

lol.

i think most skills check on cast, not on enemy hit.

Dont think so. Its lucky hit not lucky cast. :man_shrugging:

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No, it’s per hit, not per cast.
Skills with 20% LHC are usually big AoE skills with low resource costs and/or no cooldown. Single target skills are usually in the 40-60% base range.

Seriously, you can check the Skill Tree for the Lucky Hit Chance of your skills. This entire misconception of yours can be cleared up easily within the game itself.

Furthermore, LHC can be increased with gear affixes. I find the system far better than in D2 or D3 where it was called proc coefficient and entirely hidden from the player.

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Consider that generic CDR on seals ranges up to 10%, but specialized CDR (certain skills only, such as darkness skills via sets) goes up to 8% (might be 7.5, I forgot.)

In some world, everyone who saw that thought the more restrictive option should also be weaker.

Little to no thought went into the talisman.

Maybe also consider the potential power-level difference between owners and non-owners of Lord of Hatred, if magic and rare seals and charms would provide anything more than “convenience” bonuses

The runes introduced with Vessel of Hatred are kind of a sidegrade to gems when it comes to power-level. The talisman with its seals and charms is an undisputable upgrade though, however large or small that might be, as it doesn’t come with any downsides

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Those affixes are only there to prevent you from getting anything good. I can live with that . What I can’t live with is the weighting that even after a thousand rerolls doesn’t allow me to get a GA on the affix I was hoping for.

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Well said Monk. I think during season of slaughter they were messing with little bonuses to test things. I actually liked some of the massacre bonuses.

LH is the best and also most criminally underused mechanic in the game

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There is already a significant difference with the +skill ranks.

Don’t buy the expansion, you don’t get the content. It’s always been that way with PC games and Diablo 4 is no different. Diablo 2 didn’t have a level cap increase but it had runes and some gear locked to the expansion, and Diablo 3 did have a level cap increase and associated stronger gear and systems.

Why should they hold back new systems and stronger gear and risk boring paying customers?

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