Theorycraft Execution and Lucky hit chances

The formula on lucky hit proc goes like this, I will calculate them on each Skills :

Execution Lucky hit = (skill) * (proc) * (1 + total lucky hit bonus)

Total Lucky hit Bonuses from gears & skill tree passive 106%(+30% with Potion)

  • Unique Helmet : 25% Lucky hit bonus on crowd controlled targets
  • Rings + Gloves : 34.5% Lucky hit bonus
  • Unique Dagger : 16.5% Lucky hit bonus
  • Alchemist Fortune : 15% Lucky hit bonus (non-physical damage)*
  • Second Wind : 15% Lucky hit bonus spending 100 resource
  • (Optional) Potion : 30% Lucky hit bonus

Total Chance to Execute 90% with unique Dagger

  • xBow : 30%
  • dagger : 15%
  • Paragon board : 45%

//Without a unique dagger you can have up to 105% chance to execute, but losing 16.5% on lucky hit bonus. The calculation shows equipping unique dagger to proc higher chance to execute

List of skills with Execute proc chance

  • Invigorating Strike : 66% Lucky hit to CC → 100% to Execute
  • Shadow/Poison Imbued : 33% Lucky hit → 61% to Execute
  • Twisting Blade : 33% Lucky hit → 56% to Execute
  • Dash : 25% Lucky hit → 42% to Execute
  • Shadow step : 100% Lucky hit → 100% to Execute
  • Poison Trap: 33% Lucky hit → 61% to Execute

Poison is the best single target DPS and [Poison imbued Dash + Poison imbued Twisting Blade + Poison Trap] to monster packs lucky hit rolls individually. Meaning your poison damage only requires to damage up to 65% of Monster Health before they die.

Imbued Twisting blades alone does a chunk of damage, meaning getting them down to 35% isn’t that hard. While imbued twisting blade with poison trap can easily burst down elites/bosses.

Shadow step + aspect allows you to pop unstoppable and execution more consistently.

You’re AOE damage also comes from Key Passives:

Victimize : 30% Lucky hit to proc 20% Original Damage
Exposure : 25% Lucky hit to proc 40% x [Damage]

Since, there are multiple lucky hit rolls applied from different skills, it is hard to calculate all of the key passive procs. But I am expecting that all lucky hit is possible to roll Victimize, thus lots of Key passive procs.

I don’t understand the post.

Feels like a lot of things are being glanced over, which I’m not sure if it is true.

Are you saying that helmet and rings and gloves have increase bonus that actually made the build viable? I’m not sure where to find those helmet you mentioned in the first place. Never seen lucky bonus that high before.

Is the lucky hit bonus worth investing when the actual lucky hit of the actual skills are locked behind another proc percentage which is usually low?

What builds are viable and how are they useful? And how is it being used?

Cowl of Nameless unique helmet gives you 15 ~ 25% lucky hit on crowd control.

The lucky hit chance roll individually from skills. Meaning the each skill affecting the target has multiple sources of execution proc happening. I’d say execution proc rate would be virtually guaranteed when you’re using so many skills to apply it.

This is a theorycraft, meaning until I or someone else collect the necessary gears to experiment, nobody knows if it is valuable or not.

I’m most curious how lucky hit executions work with key passive, tbh.

if you can figure out how to gaurantee proc lucky hit or push it higher than 50% that actually proc often that would increase the number of viable builds for rogue for sure!

I didn’t include +30% Lucky hit bonus Potion to the calculation which would make dash(being the lowest percentage) up to 50% chance. However, you can’t craft the potion and I can only be able to pick it up from the helltide chests. It’s quite rare too.

I just tested it, with puncture as basic attacks, both unique daggers (ancestral condemnation and ancestral asheara) on rogue, have rapid aspect (optional but nice to have), with CQC passive, add 1 points in each passives that add lucky hits, and 37% crit chance, I proc the bursting vemon quite frequently, at least 3 pools every fight.

Just also tested during WB fights, it procs at least 5 times during the fight, and the boss is constantly moving.

I also noticed because I use TB, the poison pool seems to also appear on the returning blades and the bladedancer surrounding damage as well.

My conclusion is that, if you have accelerating aspect (or the unique dagger) and have 17-30% lucky proc, with the 1 points on passives that add lucky hits should give you a lot of procs for the bursting vemon. And if it procs so often, I would imagine other lucky hits would proc more often too.

The downside of the poison pool is that it doesn’t have burst damage, but the poison damage can add up very very quickly and spread.


I also want to say that with a high lucky hit procs, I can do a lot more interesting builds:

  1. CC shared misery build (daze, slow, knock down all spread to other enemies around causing the whole mob falling over when I wasn’t near them lol)
  2. Poison pool build (the one you see on uber lilith)
  3. Mangler build (daze on crit, combined with misery it is very powerful and hilarious)
  4. Umbrous on melee rogue now viable, 5-6 puncture proc a dark shroud, I constantly get 4-5 dark shroud around me just doing basic attack.
  5. more…

However those still need to be tested, I don’t think lucky hit can just be slapped on and just work well with other builds, as a lot of lucky proc skills are kinda bad to be honest.

That’s interesting. I’ll be sharing every single lucky hit procs once I get maximum lucky hit gears.

can you share more about the Key passive exposure and victimize?

  • Victimize at max lucky hit should have 60~70% to proc AOE
  • Exposure at max lucky hit should have 51% to proc AOE & reset
    • Poison traps proc rate
    • Smoke grenade is now a trap skill(Aspect), therefore smoke grenade after dash(Aspect) will proc Exposure

tested both, they both proc often, more often than I thought. (with min 30% lucky hit proc bonus btw)

I can often have victimize proc on just basic attacks, it is like every 3-5 attacks on average?? my attack is very fast so i see little circle coming out of single mob about every 2 secs but I attack like 4-5 times over that period. however victimize explosive is really bad, also I don’t know what it look like it seems like the explosion look very weak and it doesn’t look that badass compare to shadow explosions as it doesn’t spread and have chain effect (I did took out my shared misery aspect so maybe that’s why)

tested exposure with only poison trap skill, i think on average it saves 5 secs (proc twice during the cool down, i think it proc with 3-4 secs interval on average), but if it is not a huge mob it wouldn’t be saving that quickly

I can’t test the last one, as I don’t have the aspect, but my guess is roughly about the same time.

To be honest, for farming NMD, the bursting venom aspect doesn’t impress me, it is really used for lilith to have infinite poison imbuement stack while lilith is down to kill it immediately, otherwise it has no use.

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Thanks for testing them out.

I’m just 4% shy from getting max lucky hit bonus and I have max execution on lucky hit now. Been testing execution on lucky hit and it is quite beneficial in the Nightmare dungeons.

As NM difficulty becomes higher, normal enemies, elite minions, and blisters cannot be burst down in one cycle.

  • Normal enemy, elite minions, blisters(that spawn on ground) can be executed extremely immediately, making the monster pack clear faster.

I’ve been target farming - Execution on lucky hit stat on weapons(I could be incorrect but 99% certain)

    • It cannot roll vulnerable damage on ancestral sword/daggers
    • It can roll vulnerable damage on sacred sword/daggers
      • Thus, making 700~725 ilvl swords the best for weapon options.
    • It can roll on bows but not crossbows.
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If you have interesting build please do share

I’ve tested Victimize and on every 5 attacks I get an average of 3-4 Victimize procs

  • Only direct attacks can proc it which I tested with both basic & flurry
  • Imbued attacks procs victimize and shows green, blue, purple, gray(physical)
    • Freeze builds could benefit chill, I guess?
  • DoTs do not trigger victimize
  • Victimize does not trigger execute, only the damage that triggered victimize is factored into the damage
  • Invigorating Strike Vs Puncture
    • By tooltip, invigorating strike has a higher lucky hit chance but it seems that each of the Puncture’s blades individually roll lucky hit. So, Punctures gets x3 when hit by all three blades.

In the case of damage, this is my dps (using the d4ut . net dps calculator)

  • Base damage is 75,569 (Victimize 17,380)
  • Critical damage is 133,001 (Victimize 30,590)
  • Average critical damage is 82,461 (Victimize 18,966)
    • My total average damage + victimize should be around 100,000 damage per proc
    • The target gets hit with victimize + victmize proc from adjecent
      • I suppose Death trap is best with victimize, as the monsters are stacked to each other causing multiplicative victimize damage

Close quartered combat is a flat 30% damage to crowd controlled which is really nice but Victimize gains AOE damage that is quite useful in tight corridors in NM dungeons.

I guess it comes down to this

  • Pushing higher tiers in NM dungeon, Momentum(precision) is better
  • Farming NM dungeon, Victimize is better
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