What's wrong with Aspect of Fortune?

So I never had cause to use this aspect before because I never played around with any builds that rely on high lucky hit chance. But now that I FINALLY got the Starfall Coronet I wanted to maximize lucky hit and I ended up having around 80% so the extra 20% from the Aspect of Fortune were the finishing touch. However, it doesn’t seem to work or at least it isn’t reflected on the character sheet. I tested this both in and outside of town and with various types of barriers, including from items, talents, skills, and other aspects. No matter what type of barrier I used the 20% just weren’t reflected in the character sheet, or any change to lucky hit at all (not even on the skill tooltips).

So my question is: is the aspect completely broken and not working at all or is it just not showing up and how would one even go about verifying that?

You’d have to do a ton of testing. Take a skill with a high LHC, identify a lucky hit effect that is easily identifiable on the screen and is also guaranteed on lucky hit or has a very high chance, and then get rid of everything else that gives you lucky hit other than Aspect of Fortune. Then you go hit the training dummy with your skill and count how often the effect happens. In order to get a useful number, you’d have to do this a lot of times in order to smooth out the natural variance of RNG. The more you do it, the more accurate your approximation will be. Over time the ratio of casts to procs should approach the true underlying lucky hit chance. To be extra sure you’d have to do it both with and without the aspect active and then compare, unless you trust their tooltips (which seems like a bad idea given that in several cases the actual LHC of certain skills is not what you’d expect from the tooltip).

Personally I don’t think it’s worth doing. I’d report it as a bug and move on. Blizzard has people who get paid to do that kind of testing (and who might even have decent tools to do it with, though given their lack of quality control I rather doubt that to be the case).

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It does work for me, keep in mind that “Lucky Hit Chance Bonus” and “Lucky Hit Chance with Barrier” are listed separately in the character sheet but it should still be reflected in the Lucky Hit Chance values displayed on the individual skills.

Also, the bonus only seems to be applied if you’re not in a town.

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So after further testing it does seem to be working and I can definitely notice more lucky hit procs on the dummies but for whatever reason it only shows up on the character sheet in dungeons and other instanced areas. Helltides in particular are totally broken and cause all sorts of things not to show up correctly, including visually. For example my spell intensity randomly disappears while doing Helltides and won’t come back until I go back to town and sometimes not even then and I have to log out and back in or zone into an instance.

I think whatever they did to apply the Helltides overlay onto a zone wreaked havoc on the game’s code and was made only worse as they kept tinkering with it to set them on a permanent rotation.

I knew that they were listed separately but now that I think about it I am not sure if they were listed like that for clarity or whether the two values are separate and can stack beyond a 100% cap (which would be odd assuming all lucky hit values are additive). Do you know by any chance?

There is no cap for Lucky Hit Chance, at least none that I’m aware of (and if there is one then it’s definitely not 100%). The only difference between “Lucky Hit Chance Bonus” and “Lucky Hit Chance with Barrier” is that one is conditional but they function exactly the same if the condition is met.

But how can you have more than 100%? Either it’s a lucky hit or it isn’t? From my understanding it works similarly to a critical hit except that there is a secondary roll that happens to determine whether or not the lucky hit will produce a result. Is that not how it works, am I fundamentally misunderstanding it?

Tbh, I have always found it to be an awkward mechanic and virtually every other game I know of tends to attach these kinds of procs to critical hit rather than having this added tertiary layer. So it’s quite possible I might be misconstruing how it works.

100% Lucky Hit Chance 100% Chance of a Lucky Hit effect happening

Let’s say you have a “Lucky Hit: 5% for…” effect. These “5%” are based on your Lucky Hit Chance (or better the Lucky Hit Chance shown on your skill) meaning that if you have a Lucky Hit Chance of 100% the Lucky Hit effect would trigger 5% of the time, if you have a Lucky Hit Chance of 50% the Lucky Hit effect would trigger 2.5% of the time and if you have a Lucky Hit Chance of 2000% the Lucky Hit effect would trigger 100% of the time.

Essentially Lucky Hit Chance is just a stat that increases the likelihood of something to happen but does not represent the actual chance of it. Personally I would have changed the “Lucky Hit Chance:” text in the skill descriptions to “Lucky Hit Factor:” and added the actual chances of the Lucky Hit effects a skill on your build can trigger to its description to make things more clear.

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There’s also a difference between Lucky Hit Chance (the base of which is determined by the skill being used) and the statistic you collect on your stat sheet, which is Bonus to Lucky Hit Chance. The thing that is easily missed is that these are not additive, they are multiplicative. If you have 100% +Lucky Hit Chance worth of affixes and other effects, this doesn’t mean you will land a Lucky Hit 100% of the time. It means you will get a 100% bonus to the base Lucky Hit Chance of the skill you’re using (in other words, you will double it). Most skills don’t have anywhere close to even a 50% base LHC, so you’re generally not going to have a guaranteed lucky hit on your spenders. Example: The base LHC of Arc Lash is 15% if memory serves. With 100% worth of +lucky hit effects, that will go up to 30%. THEN, on top of that, many LH effects have a second roll (and a few, like the BL enchant even have a third by also requiring the lucky hit to be a critical hit on top of then only going off 25% of the time even when both those things happen together). If your LH effect say “5% chance to X” then it only happens on 5% of lucky hits.

It’s super convoluted, and even worse is that the tooltips don’t seem to have reliable values in the case of skills with a DoT component. The whole thing is a mess.

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You don´t need it at all to get about 60% of permanent luck hit

So needlessly complicated, I agree. Thanks for the detailed explanation. I guess I understood the basics but didn’t articulate them very well. However, I did not realize that the lucky hit on your character sheet was separately applied to each of your skills’ base lucky hit. I had assumed that the number displayed in the skill’s tooltip was the chance of the lucky hit to produce a result, not whether or not it would be a lucky hit. And consequently I thought that the lucky hit on the character sheet would determine whether or not a hit was lucky or not. It also didn’t help that it’s pretty hard to get much more than 100% lucky hit on your gear so that further confused me. It makes so much more sense now, thanks again.

Yes lucky hit is complicated but there is really no other way to balance fast rapid fire skills and slow big damage skills.

Without it no one would run any slow skills and every build would be ice shards (thats our fastest skill right?)

I mean I don’t pretend to know enough about the balancing side of things but I have played a fair amount of A-RPGs in my time and I’ve never encountered a messy system like lucky hit before D4. So obviously there is a way to do it.

On the flip side, there is always going to be a meta. That’s unavoidable. You can no more force players not to play a meta build than you can make those who enjoy subpar but more fun builds chain themselves to the meta. Trying to fight that, especially if it means employing such a convoluted system, is an exercise in futility and harmful to the long term health of the game.

Yes I have played those too and it always degrades into how many attacks can you get out in the shortest amount of time to proc more effectively.

Its simple math really. I have an item that does 1000 dmg 30 percent of my hits.

I hit once per second with my big axe and twice per second with my dagger.

10 hits take 10 seconds with my axe and 3 of those are for 1k, so 3000 dmg.

10 hits takes 5 seconds for the dagger and same thing, three of those are for 1k, or 3000 dmg.

That means in the same amount of time my dagger has procced for twice as much dmg.

It was always a nightmare to balance.

With lucky hit they can give the fast skills low lucky hit chance and the slow skills a high one and balance it out.

Is there balance right now? Unfortunately d4 needs a lot of balance tuning, but the SHELL is there.

Without lucky hit they would be in the middle of an ocean without a paddle.