We Figured it out! Diablo 4 Lucky Hit Formula

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  • Опубликовано: 8 фев 2025
  • Lucky hit is somewhat confusing but its basically just a public facing stat for hit coefficient. I didn't think I had good film about this from the Diablo 4 Server Slam but it turns out I actually did capture the video of how increases from passives work. Turns out Rogues and Sorcs might have some crazy lucky hit builds.
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Комментарии • 155

  • @DonTheCrown
    @DonTheCrown  Год назад +9

    Yes there is still a chance that going above 100% Lucky Hit with a skill is either not possible or provides no additional benefits but we won't be able to test that til launch

    • @karaokepanda8602
      @karaokepanda8602 Год назад

      On your document you have 80% Lucky Hit chance for Ice Shards. Is that how Lucky Hit is going to work for multihit abilities? It's going to be the total and not just calculate 18% for each spear? I'm just trying to figure this out for my build planning and was wondering if you had confirmed info on it.

    • @SaboraSilent
      @SaboraSilent Год назад

      If going above 100% is possible it probably won't provide additional benefits at least to most skills, because the "up to"-wording. For example "Pressure Point - Lucky Hit: Your Core skills have up to a 30% chance to make enemies Vulnerable for 2 seconds." What do you think?

    • @sppd100
      @sppd100 Год назад +1

      Lucky hit and the effect that can proc after it are two completely independent events. The only reason to multiply the probabilities is to determine the probability of them occurring simultaneously. Unless there is a hidden mechanic with lucky hit % in the game, there is no reason to go beyond 100% lucky hit because every hit will be lucky, it’s just a matter of will the effect proc afterwards (which the game should be rolling independently from the lucky hit stat).
      Assuming you can stack lucky hit% past 100 and it’s relevant, the proc effect still has a maximum (up-to) limit.

    • @Pumprum-h7i
      @Pumprum-h7i Год назад

      sir, does every damage has a chance of lucky hit or JUST those active skill does?

  • @danielmeagher9007
    @danielmeagher9007 Год назад +4

    this was an instant sub from me. no bs. no dumb long into. no click bait.

  • @wisdomandy9361
    @wisdomandy9361 Год назад +1

    Nice dude! Thanks for this! I was mostly avoiding lucky hit mechanics on the build maker because its too difficult to know what is useful or not. Will definitely check out your tool!

  • @BarakaPlay
    @BarakaPlay Год назад

    The word Lucky Hit gives me Shenmue 2 flashbacks haha, great video :)

  • @razzyrazberries
    @razzyrazberries Год назад +4

    I appreciate the breakdown.
    Based on my experience, and like you say in the description, Sorc is definitely going to have some lucky hit builds. I was testing a crackling energy lucky hit build, and my screen was full of crackling energy orbs constantly. I almost never ran out even against Ashava. I'm excited to see if this build I messed with works out in the end-game because I really wanted to try a lightning sorc out.

    • @messiahh
      @messiahh Год назад +2

      Hi, can you share what you had in mind for a crackling build? Thank you!

  • @stephaneroy3976
    @stephaneroy3976 Год назад

    I came to the same result while trying to understand the value behind "Alchemist's Fortune" rogue passive ability ++15% lucky hit). Basicaly just additive instead of multiplicative (*1.15 instead of +15% proc chance)

  • @lewisnash2155
    @lewisnash2155 Год назад

    Loving the analytic videos your putting out. Super helpful! 👊🏻

  • @Maraudd
    @Maraudd Год назад +1

    Nice thx for all ur hard work ! I'll try fire sorc immobilisation proc, hope it'll works

  • @TodrimIronbreaker
    @TodrimIronbreaker Год назад +2

    Hello! Thank you , classes are revealed in a new way after your videos.

  • @86617636
    @86617636 Год назад +2

    Greetings from South Africa. Thanks for all your awesome information sharing.

  • @Bullenabc
    @Bullenabc Год назад +1

    Thanks for video! 😁

  • @GrappLr
    @GrappLr Год назад

    I think the shadowstep is not worth attempting. First of all, the aspect requires shadow step be imbued first; and it also requires it to crit (crits with imbued). That drastically lowers the chances from 23% (unless you force a crit with conceal), and also; you don’t want to be wasting a charge of poison imbue on a low damage spell like shadow step.

    • @DonTheCrown
      @DonTheCrown  Год назад

      yeah something that hits a bunch is likely better, just giving concrete, easy to understand examples

  • @MrMazvaz
    @MrMazvaz Год назад

    Finally? Hasn't this formula been known for ages? Very cool to see the potential maximums though!
    Shadowstep luckyhit build is going to be really cool using the "cd reset on kill" aspect. Can potentially just 1shit all the weaker mobs and proc lots of lucky hit effects all over!
    Also, barb can get 10% lucky hit from Polearm expertise, possibly another 10% depending on if the weapon technique stacks or not.

  • @1566marcus
    @1566marcus Год назад

    Very good video and resources as always mister Don :)

  • @johnauxier8521
    @johnauxier8521 Год назад

    You forgot to add. Upgrading weapons at blacksmith increases lucky hit as well

  • @Agapanthah
    @Agapanthah Год назад

    Thank you!

  • @Ex4rt
    @Ex4rt Год назад +2

    it's still unclear how calculated procentages of the skills inself, and how they proc on multihit skills. For example Hydra lucky hit chance showed for per skill use, practicaly dividing it by number of hits 1 Hydra can make (or will make) while it stands. If there is also some trickery with AOE skills and damage per second skills, actual proc frequency might be different from raw lucky hit chance number.

  • @SonMoekel
    @SonMoekel Год назад +2

    Precision magic says 'Your Lucky Hit Chance is increased by [15%] '.
    Frigid Fate says '[...] increases your lucky hit chance by +1% for 5 seconds, up to +15%'.
    As written this would mean frigid Fate may be additive, not multiplicative, which would make it much more useful. Was this ever confirmed somewhere or will we have to wait and see? :)

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      on Lothrik both are +lucky hit, which is typically the best site for this sort of notation lothrik.github.io/diablo4-build-calc/

    • @Crispyimmygames
      @Crispyimmygames Год назад +1

      im pretty certain if there's a +, then it's additive, meanwhile an increase by % may just multiply by 1.15

    • @SonMoekel
      @SonMoekel Год назад

      ​@@DonTheCrown Thanks for the clarification. Too bad for my build, but good to know. :D

  • @SuperSenseiMaster
    @SuperSenseiMaster Год назад +2

    I’ve been wondering how lucky hit works with multiple “lucky hit” skills. Ex. If you have 2 items that give lucky hit: on crit do x, lucky hit: on crit do y. Would these go off the same lucky hit proc? Or would they both have separate rolls? I’m thinking of a chaos build and having all these random effects go off. But we’ll figure that out when the game comes out

    • @DonTheCrown
      @DonTheCrown  Год назад +3

      "If you have multiple Lucky Hit effects, their probabilities roll independently." source: diablo4.cc/us/Glossary

    • @brassbat
      @brassbat Год назад

      ​@@DonTheCrown
      /nod

  • @garf412
    @garf412 Год назад +1

    watching all these, tryingto catch up :)

  • @leedogification
    @leedogification Год назад

    Biggest problem I have with games like this is : if I have a 50% chance of something, with an extra 10%, there's 2 completely different ways you can interpret this. Is it additive or multiplicative? Is it 50% + 10% = 60%? Or is it 10% OF the 50%, so 50% + (50% x 10%) = 55% ?

  • @fenrrirgr
    @fenrrirgr Год назад

    Are you sure Alchemist Fortune and Second wind are multiplicative? Because the description seems like is aditive (most of multiplicative skills have [x] and those have [+] . In that case, the effect on, for example, Rapid Fire is 20->35% lucky hit chance and not 20->23%

  • @TheJK89
    @TheJK89 Год назад +1

    Hello, can you make a video going over upgrading gear? Do you think its worth maxing out your gear every couple levels or hoard upgrade materials until you're max level?

    • @brassbat
      @brassbat Год назад

      I would imagine upgrading your weapons when you get new ones is probably the play. Save the vast majority of your mats for endgame. Just my thoughts, knowing diablo.

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      always upgrade weapons I'd imagine, armors not so much

    • @Atrivion
      @Atrivion Год назад

      I saw a video recently explaining item Tiers. After seeing that I personally would just upgrade the items that has a chance to go up one tier level. Which ups the caps for the rolled stats from say 1-2% max increase to 2-5% max Attack speed, lets say. (This will also reroll that stat) So if you are unlucky the new upgraded item will roll with 2% and you might not gain anything. =/
      Save some mats and money from not upgrading the items that can't reach a new tier. My plans for leveling at least. =)

    • @heartoffire5902
      @heartoffire5902 Год назад

      My habit for gearing during the server slam was upgrading twice if my resources were plentiful, which they were. Three times if I had a really good, rare piece I wanted to keep as long as possible (I don't recommend this for full release, since we can go much higher than lvl 20). That said I agree with Don and Brass - prioritize weapons first. If you're out-leveling old armor fast, upgrading them really isn't necessary and can just become a drain on your materials and gold.

  • @icymoe1024
    @icymoe1024 Год назад

    Good find

  • @TheBaken
    @TheBaken Год назад

    Very useful, thank you! Can you do a breakdown of the damage calculation for Overpower as well? Is it (base)+((health + fortify) * (overpower multiplier)), or is (base + health + fortify)*(overpower multiplier)?

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      1st one, overpower multi doesnt effect your base damage

  • @redbeard9586
    @redbeard9586 Год назад +1

    Did you include polearm expertise for Barb? It gives lucky hit as well.

  • @MaxGoddur
    @MaxGoddur Год назад

    Have a question concerning on-screen damage reporting. I see white, yellow, blue, and very rarely deep orange color damage numbers on my screen while in battles. My question: I see a white text report of "Vulnerable". What does this mean and how does it relate to the damage reporting mentioned.

    • @DonTheCrown
      @DonTheCrown  Год назад

      vulnerable is a debuff that makes enemies take more damage from you, its baseline 20% more damage + whatever Vulnerable damage you have from gear/paragons

  • @1566marcus
    @1566marcus Год назад +2

    Hey Don, in the Doc you provided, for Sorc for instance, I think it would be better if you just displayed the chance per actual hit, otherwise its a little misleading. Because for Ice Shard for instance the chance is per individual hit, so just multiplying the base crit chance *5 does not yield the chance that is actually interesting here, in fact it does not represent a probability at all.
    As of now we have 16% per hit on Ice Shard, according to you document that would mean 16%*2.4=38.4%. This value would then be multiplied by the "up to" value to yield the actual chance of lucky hit per hit so to say. Combining 5 ice shard hits by multiplying this chance by 5 is not how probability works. Its not clear what this value should even represent, as 10 hits for instance would yield above 100% which logically does not make sense. What one would actually need to do is to look at the lucky hit chance per hit and then compute a chance for the number of successes in an arbritary number of tries n and compute, for instance, the probability for at least one success in these n tries. This setting is captured by an binomial distribution see en.wikipedia.org/wiki/Binomial_distribution
    Multiplying probabilities in such cases by the number of tries is a common mistake gamer's make when encountering these kinds of things so I just wanted to point that out. :)

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      ah yeah true true, i wanted to use a different skill but people were like no no ice shards #1 see and yeah

    • @1566marcus
      @1566marcus Год назад

      ​@@DonTheCrown Love litterally all your content keep it up :)
      Greetings, xtheBerti from Twitch

  • @Soundwave299
    @Soundwave299 Год назад

    I wanna try the venom proc with the explosion when using an imbument. Just mash the button for a few sec

  • @clementguitard6653
    @clementguitard6653 Год назад +2

    3 combo points with Penetrating shot gives +30% Lucky hit chance and the skill has 50%. There's a legendary node that gives +33% more non-dps combo points bonus also that would make +40%. Two of rogue's capstone are based on lucky hit : victimize and exposure. Imbuements have also lucky hit upgrades (insta freeze and chance to double poison dps). And a lot of powerful legendary aspects (50% making vulnerable) and unique items (proc clones) are based on lucky hit. Rogue will be master of lucky hit.

  • @ooanticsoo4475
    @ooanticsoo4475 Год назад

    in your opinion, should you be stacking lucky hit on gear? The way the math works out, it doesn't seem like you get all that much for getting alot

    • @DonTheCrown
      @DonTheCrown  Год назад

      depends on your build, some builds really benefit from it

    • @ooanticsoo4475
      @ooanticsoo4475 Год назад

      @@DonTheCrown, the idea I kept having problems with was a WW barb. They get vulnerability (besides the glyph everyone uses) by luck on hit 30%. WW is only 25% and isn't affected by attack speed. I can't help but think that we should be able to get more use out of that interaction. Ive even tried to manipulate our aspects to have burning rage and tornado, so we essentially do have more tics. Not sure if aspects can interact like that either. It was just a thought and wanted to get your opinion on something like that.

    • @DonTheCrown
      @DonTheCrown  Год назад

      @@ooanticsoo4475 I use kick for Vuln, its really underrated check my guide

  • @Ceseleone
    @Ceseleone Год назад +1

    is lucky hit able to proc two different effects at the same time?

    • @imemoria8144
      @imemoria8144 Год назад +1

      Yes. Once lucky hit is successful, all effects depending on it are calculated separately.

  • @BigDaddyGorilla72
    @BigDaddyGorilla72 Год назад +1

    The lucky chance elixir is there... I believe it is loot only(?)

  • @JaJaWeWe1
    @JaJaWeWe1 Год назад

    How exactly is "up to 30%" treated? Does it just mean 30 effect lucky hit % in the formula or is there more to the wording?

    • @CritteRino
      @CritteRino Год назад

      its worded that way because only certain skills wil reach the proc chance. Shadowstep for example has a 100% lucky hit modifier, which would give this skill the max. of proccing the effect 30% of the time. Flurry has a 40% chance, so it would ne 0,4*0,3=0,12=12% So this skill would proc this effect way less than the item says, these modifiers are mainly to balance on hit effects between skills that can hit multiple enemies and the ones that cant.

  • @Lee_Bode
    @Lee_Bode Год назад

    I think that Cowl is rogue only, yet your table shows it equipped on everyone.

  • @Steph1
    @Steph1 Год назад

    ⚠️ Can someone sense check this for the sorc Mastery Passive Static Discharge (Lucky Hit: Critical Strikes with Shock Skills have up to a 5% chance to form a Crackling Energy)
    The chance for this passive to spawn a Crackling Energy on an attack is: lucky hit chance * crit hit chance * 5%
    Assume 20% LH and 20% crit chance, the odds are 0.2*0.2*0.05=0.002 = 0.2%
    That seems INSANELY low 😅

    • @gampie13
      @gampie13 Год назад

      welcome to rng on rng, and why most "lucky hitt splashing" will be a waste for most builds.
      you also forgot that, the lucky hitt that is listed on skills, is a proc coeficient, namely, it is multiplicative with you lucky hitt chance bonuses.
      Take ice shard for an example, it has an individual 16% chance to proc lucy hitt/ice shard that hitts. and lets say you want to proc crackling while having max lucky hitt as a sorc, without the elixir. Using the sheets summed lucky hitt chance off 108% bonus lucky hitt
      ice shard proc 0.16 * lucky hitt bonus (1+1,08) * crackling 1 point 0.05 = 0.01664 == 1.66% chance to proc that one passive per ice shard that hitts something.
      Since ice shard fires 5 projectiles, we can add the probability together if we want to get 1 proc, you have 8.32% chance to proc the passive 1 time per cast of ice shard.
      Now, this is a massive ammount off affix allocation to get this high bonus lucky hitt.
      But, at this point, we also have to add the probability of a critical hitt at the same time, using your examples crit chance of 20%
      we can devide the 1 proc/cast by 5 and get 1.66% total chance per cast.
      So fully invested in lucky hitt, you only have 1.66% chance to proc the passive per cast of ice shard. Welcome to why lucky hitt sucks in most use cases
      Edit: I just realised your 20% LH must have been the finished lucky hitt chance, after calculating skill proc coeficient (called lucky hitt% on the skill) plus bonus lucky hitt chance, derp

  • @wojciechwilczynski5309
    @wojciechwilczynski5309 Год назад

    You think it would be a good idea to build around lucky crit as rogue since a chance within a chance to actually proc?

    • @DonTheCrown
      @DonTheCrown  Год назад +2

      bursting venoms seems like insane dps if you can keep it going all the time

  • @MegaFuzzyGuy
    @MegaFuzzyGuy Год назад

    @DonTheCrown On Lorthrik build calculator the lucky hit chance is either per use or per hit i can understand how per hit works but i don't understand how lucky hit works for (per use) on ability's like the necro bone storm or decompose. Decompose is a channeling ability does that mean i can spam click decompose to spam lucky hit (per use) to proc like crazy? and does bonestorm only proc lucky hit once when i use it?

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      think it assumes that you hit with all hits

    • @A9Wag
      @A9Wag Год назад

      I hope so. I’ve been planning on using Rogue’s Penetrating Strike with the Trickshot Aspect. It spits into 2 arrows everytime it hits an enemy. Pair that with Exposure or Victimize and I think its going to be wild.

  • @funkybovinator
    @funkybovinator Год назад

    I didn't see it in your sheet, but I think wands are guaranteed to have a bonus to lucky hit chance

  • @lvcioleserri6233
    @lvcioleserri6233 Год назад

    Im italian and have some issue to understand the video... So to calculate the chance of my lucky hit i have to add my base chance and other chances on my equip? Its right?

  • @tabin00
    @tabin00 Год назад +1

    ok, can someone explain what actually lucki hit does? I understand crit hit, but wtf is lucky hit? I'd really appreciate blizzard add some kind of diablopedia to the game explaining all the overpowers/vulnerable/injured/luckyhits etc estats and effects.

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      here professor diablo has gotcha: ruclips.net/video/rMq1YWZucXA/видео.html

    • @gampie13
      @gampie13 Год назад

      "lucky hitt" is just the renaming of what was before named "proc coefficient". If you have played other games or donne math, it should be a way easier way to think of it. It seems a lot of people are getting confused over the naming scheam blizzard is going with, instead of just using the proc rate terminoligy that was used before.

  • @ExtremeFighter
    @ExtremeFighter Год назад

    They should give the formulas In-Game tbo

  • @xUser07
    @xUser07 Год назад +1

    Note: 100% is the max chance.

  • @ReObscura
    @ReObscura Год назад

    Does the lucky hit apply to skills with DoT ticks as well, or is it only applied to the initial hit of the skill?

    • @bos7522
      @bos7522 Год назад

      Depends on the lucky hit effect. If its straight up damage increase, it is calculated yes. If it is a chance to proc something, the total lucky hit chance is divided onto all the instances of damage. There are exceptions, however, like Twisting Blades with Bladedancer has 5 different instances to proc Lucky Hit at the full percentage which is nuts.

  • @stanimir5F
    @stanimir5F Год назад

    Based on the numbers of the other items I have the feeling that this Cowl of the Nameless is a bug and Blizzard's developers just missed the decimal point and that it should be 1.5-2.5%. :D
    Could be wrong though and they intended to make it some sort of a special feature for the rogues.

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      Nah I think helm has to compete with harlequin crest so it should be strong

    • @heartoffire5902
      @heartoffire5902 Год назад

      There's also the fact it requires a crowd-controlled target in order for that bonus to function, which means that against a boss - it'll only provide that bonus when it's in a staggered state. To stagger a boss multiple times, you need a build with lots of CC in it which means you've dedicated a good portion of it to that purpose. That definitely evens out the playing field when giving the item such a huge number.

    • @heartoffire5902
      @heartoffire5902 Год назад

      @@DonTheCrown I agree. Harlequin really needs strong competitors so we have actual options for high end build diversity.

  • @Johrdan360
    @Johrdan360 Год назад +1

    most lucky hit proc chance is very low, (majority up to 10%), how this could be powerful in sorcerer or rogue?
    eg: meteor enchantment has a 8% proc, and chain lightning has a 25% proc, and you have 100% lucky hit stat
    0,08x0,25x2=0,04
    i will have 4% per hit to proc meteor enchantment, wich, for me is very low

    • @gampie13
      @gampie13 Год назад +1

      yupp, this is why i dont get what ppl are overblowing how supposedly "OP" lucky hitt is, when in reality, it's just a renaming off proc coefficient

  • @enth1980
    @enth1980 Год назад

    Is Shred lucky hit chance per hit or for the total three hits? For instance lucky hit chance for hydra is if all heads fireballs hit for all 10 seconds, not lucky hit chance for individuallt hits

  • @abraxis59
    @abraxis59 Год назад

    If a skill has 33% lucky hit and 3 attacks. Is the lucky hit 33%*3 or is it 33%/3?

    • @DonTheCrown
      @DonTheCrown  Год назад

      depends on the skill, according to lothrik most multi projectiles are per hit

    • @abraxis59
      @abraxis59 Год назад

      @@DonTheCrown thanks! Great content

  • @22TheJuggernaut
    @22TheJuggernaut Год назад

    If my math is correct. Lucky hit is 72848289284x worse than just going crit chance/dmg. Nice

  • @emjaythegreat22
    @emjaythegreat22 Год назад

    Did you factor in LH from polearms passive ? For barb?

    • @DonTheCrown
      @DonTheCrown  Год назад

      huh?

    • @emjaythegreat22
      @emjaythegreat22 Год назад

      @@DonTheCrown on barb did you factor in the Polearms lucky hit % passive ? In total max lucky hit chance

    • @DonTheCrown
      @DonTheCrown  Год назад

      @@emjaythegreat22 oh polearms, yeah I added that later

  • @spagzs
    @spagzs Год назад +1

    Do you really think it’s not a good idea to imbue the weapon? It seems like you would farm enough gold to imbue each weapon you get

    • @juriterestsenkov85
      @juriterestsenkov85 Год назад +1

      It is very expensive, if you get good weapon with + to your key skills and you plan to use it next 10-15 levels then go for it

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      nah, imagine having to go back to town every time you want to weapon swap, plus you tear through materials fast af

    • @spagzs
      @spagzs Год назад

      @@DonTheCrown right, I always forget about the mats!

  • @RedDragonFlayer
    @RedDragonFlayer Год назад

    Is Crowl of the nameless only for Rogue because druid would take advantage of that as well, they only need 100% lucky hit chance for some of there skill because they have a baseline of 50 so 25% is really good

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      fairly sure its rogue only

    • @gampie13
      @gampie13 Год назад

      you seem to be under the wrong impression, lucky hitt listed in skills, is a proc coeficient that is multiplied, not added to.
      What blizzard did, was just rename the naming therm used before, namely renaming proc coefficient to lucky hitt, and this is causing lots off ppl to think that it works way better than what it actualy does (seing as most lucky hitt procs are in the single digits, or low double digits range)

    • @RedDragonFlayer
      @RedDragonFlayer Год назад

      @@gampie13 I was just thinking 50%(claw)+25%(cowl)=62.5%, then combine it with overload for example
      62.5%*20%=12.5%, sorry for the confusion

  • @DanLockwood
    @DanLockwood Год назад

    Lucky hit builds IMO will be very op when the game launches. Most of the player base doesn't understand how to value the stat. Every video including this one goes over what the chance is and how to calculate for one instance, but this is far less important than procs per second for gauging effectiveness. Especially if you can acquire proc sources that work concurrently. IE if I have 3 tornados out that can proc lucky hit, and am also hitting stormstrike for instance. This stat that seems like it isn't very useful is actually really powerful.

    • @Crazy-Jukebox
      @Crazy-Jukebox Год назад

      totaly agree, full video long numbers here percentage there, but whats the TL;DR? Lucky Hits good or meh?

    • @DonTheCrown
      @DonTheCrown  Год назад

      I mean, I totally agree its super strong

    • @Lambda322
      @Lambda322 Год назад

      ​@@Crazy-Jukebox obviously it is trash and unreliable, as unlike crit chance/crit dmh you can't rly stack it. Heck even overpower with guaranteed hits of it is WAY better than lucky hit would ever be(aside maybe specific single target killing builds).

    • @gampie13
      @gampie13 Год назад

      we can take the sorc passive Snap Freeze as an example with the number in the sheet, and use ice shard as the basis:
      ice shard lucky hitt per projectile hitt = 16% and it shoots 5 projectiles
      all bonuses from geare and passives maxed out = 108% bonus (under the asumption that the elixir will not be enabled
      Snap Freeze gives lucky hitt 9% chance to freeze on hitt
      Lets see the chance to get snap freeze to proc 1 time with 1 cast of ice shard (asuming all 5 projectiles hitt)
      (0.16*5)*2.08*0.09=0,14976 -> 14,97% chance to proc freeze 1 time with 1 full cast of ice shard or for individual hitt per shard, we divide by 5 and get 2.99%
      So each individual projectile from ice shard, now has a 2.99% to instantly freeze, and this is with MAXED investment in to lucky hitt
      So unless you go massivly in to lucky hitt, dont expect to rely on lucky hitt in any build what so ever

  • @Daventry85
    @Daventry85 Год назад +1

    I could watch 50 videos on lucky hit and it just doesn't make any sense. So I'll just ignore everything in the game that says lucky hit. It basically sounds like a proc that doesn't proc with the % it tells you just a hidden % which makes no sense. Just tell people it's only 3% instead of pretending it's 50%

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      This might help: ruclips.net/video/rMq1YWZucXA/видео.html

    • @Daventry85
      @Daventry85 Год назад

      @@DonTheCrown I've watched every video including this one. Still don't really make sense. It's like a proc chance of a proc. I don't think any class will ever rely on a meta lucky hit build so I'll just skip it all

    • @DonTheCrown
      @DonTheCrown  Год назад

      @@Daventry85 hmmm
      yeah you basically just get a percent of a percent to figure out if something is going to happen. Just like rolling two dice and something happens if both roll 5-6

    • @purplestone134
      @purplestone134 Год назад

      @@Daventry85 sounds like you get it. thats pretty much what it is.

  • @S37hhhh
    @S37hhhh Год назад

    Why aren't you explaining how you reached over 100% when initially it seems that it's obviously DR: 35% * 1.15% (from that passive) which makes it 40%. That entire table where values go over 100% seems cringe because u cannot go over 100% if it's DR, can you elaborate? Which are liniar and which are multiplicative?

    • @DonTheCrown
      @DonTheCrown  Год назад

      that table is all the additive bonuses you can get from items, so like multiple pieces of gear have the same Increased Lucky hit chance which then multiplies against the base like the example also its lucky hit not DR

    • @S37hhhh
      @S37hhhh Год назад

      @@DonTheCrown I meant DR as in diminishing return, not sure what you are referring by "it's lucky hit not DR". Basically in the video you posted it seems to be multiplicative and I'm pretty sure it's the same from stacking items (you won't be adding them up, but multiplying them and it will be impossible to go over 100%, that's how diminishing return works. Also Kripp explained that on multi-hit skills (i.e. IceShards / he used the Hydra with hits per head as an example to explain how bad the chance actually is) the stated Lucky Hit is the sum of all the hits, basically for the IceShards with 80% example they have 5x hits => 16% lucky hit per shard, this is the "base lucky hit" for that skill and to that I'm pretty sure we would multiply the 15% and the rest from items / potion /etc (the x30% pot seems to be the most you can get at once so it will have the greatest effect)

    • @gampie13
      @gampie13 Год назад

      you are conflating what is being shown. If stated mathematicly instead, lucky hitt = proc coefficient, what you are "trying" to convey seems to be the mathematical TOTAL probability, but you are forgetting that if you have a total probability of x event happening of 200%, you can set it instead as the probability of 2 exactly the same events happening. and is more accurate way of describing how proc coefficients work in d4
      flame shield = 35% and with 15% bonus lucky hitt chance you have a total off 0.35*(1+0.15) = 0.35*1.15 =0.4025 -> 40.25% chance to proc over it's duration, a lucky hitt that has 100% chance of happening.
      What you speak of as "DR" is not a dr, but instead a proc coefficient of the skill itself.
      As for the ice shard example, you are technicly correct on the proc part, ice shards individual proc coefficient is 16%, so mathematicly, that is how it should be calculated, BUT you miss what he was "trying" to show, and that was an example of 1 proc for 1 cast of ice shard, wich is 5 hitts, totaling up to 80% probability per cast, provided you are looking for the probability of x event 1 time.
      What you are claiming is the DR, is technicly correct. The more you invest in to lucky hitt, the less you get back compared to what you previously got back for the investment. Same as if you already have 500% increased frost dmg, adding 10% frost dmg, is not actualy 10% multiplicative, but addative, causing 500% to go to 510% instead of 550%.
      This type of diminishing return occur on all addative bonuses and is already a given in the community (atleast the one that came from poe, as we have been used to it for a while, same with d3 community).

  • @Retrocause.
    @Retrocause. Год назад

    3 weeks in. Anyone found cowl of the nameless?

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      yeah ive seen some people have it

    • @Retrocause.
      @Retrocause. Год назад +1

      @DonTheCrown I kid not I just found one about 2 hours ago, first one. What are the odds of that.... I've gotten maybe 15 word of Hakan and maybe 20 eyes in the dark.... and finally got this one. Time for some lucky hits shenanigans.

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      @@Retrocause. some unique items are like that, took forever to find gohrs then found two in an hour

  • @孔安-e2e
    @孔安-e2e Год назад

    my brain hurt

  • @codyberg865
    @codyberg865 Год назад +1

    Based on your percentages my druid can still 1 shot Every class in pvp

  • @pawsvtuber
    @pawsvtuber Год назад

    I'm a lucky hit junkie on my druid :>

  • @thehubbleton
    @thehubbleton Год назад

    Elixir might be a quest reward.

  • @NFK2Killer
    @NFK2Killer Год назад

    I don’t even understand what lucky hit even is?

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      This might help: ruclips.net/video/rMq1YWZucXA/видео.html

  • @HawkTuahD4
    @HawkTuahD4 Год назад

    Your video looks like it was recorded on a flip phone. Can't see anything. It's very pixelated.

    • @DonTheCrown
      @DonTheCrown  Год назад

      looks fine to me, check your internet or settings

    • @HawkTuahD4
      @HawkTuahD4 Год назад

      @@DonTheCrown You're right. My default settings for some reason was set to dogshit mode... lol. Thanks!

  • @LordJeff271
    @LordJeff271 Год назад +1

    Hello there

  • @johnny5139
    @johnny5139 Год назад

    Butchers Cleaver: Lucky Hit: When you Critically Strike an enemy you have up to a 100% chance to Fear and Slow them by [[40 - 75]|%|] for 4 seconds.
    Can anyone explain Blizzards broken logic and explain this simple sentence?
    3 Different rolls in this one proc? Lucky Hit, but only if you crit, and UP TO 100% chance to do something IF you crit, AND Lucky hit? WTFF?

    • @heartoffire5902
      @heartoffire5902 Год назад

      The reason there's three different rolls involved is it's a very powerful effect and may not have an internal cooldown which means it can proc multiple times in a row. By pressuring you to focus your build on both Lucky Hit and Critical Strikes, they're encouraging game balance so it doesn't just become a total 'Best in Slot' item for every build that wants CC in it. If this didn't have the Critical Strike check, this would absolutely decimate bosses with Lucky Hit builds because of how easily it would cause Stagger states.

    • @gampie13
      @gampie13 Год назад

      here is the math using an example of barbarian using bash.
      bash= 50% lucky hitt = 0.5 proc coefficient
      lets say we have MAXXED out all our geare with bonus lucky hitt = 93% bonus lucky hitt
      we asume a 20% crit chance
      Butchers cleaver lucky hitt proc is a 100% on critical strike proc
      0.5*(1+0.93)*0.2*1=0,193 -> 19.3% chance per use of the ability bash, to proc the butchers lucky hitt trigger, and that is with MAX geare and investment in to lucky hitt.
      If we take an example without ANY investment in to luck hitt with the same crit chance:
      0.5*0.2=0.1 -> 10% chance per use of the bash skill to proc the effect

  • @coulterjb22
    @coulterjb22 Год назад

    My brain hurts. To me it still looks like lucky hit is just isn't worth the time. If spell X has a 25% Lucky hit chance, and spell Y has a 10% lucky hit chance after spell X, then you have a 2.5% chance of it happening. If that's how it is, me thinks its best to ignore that system.
    ------------------------------------What is my small hurting brain missing?---------------------------------------

    • @DonTheCrown
      @DonTheCrown  Год назад +2

      skills that have low % chance typically hit a LOT. Just think if I whirlwind (20% LHC) in a pack of 10 enemies, I'm hitting about 30 times a second. So even at 2% chance that's a lot of chances and around 46% aggregate chance to have 1 proc

    • @coulterjb22
      @coulterjb22 Год назад

      @@DonTheCrown If I put three points into precision (sorc tree) does the added 15% Lucky Hit chance get added to the skills's lucky hit chance AND the proc's lucky hit chance?

    • @CraigyB34r
      @CraigyB34r Год назад +1

      Nope, skill LH chance * Proc LH chance * (1 + hero LH chance) = proc chance per enemy hit * 100.

  • @jonsnowight9510
    @jonsnowight9510 Год назад

    This kind of stuff makes me consider canceling my preorder of Diablo IV. More complex =/= better or more fun. I shouldn't need a spreadsheet and a calculator to play a dungeon crawler.

    • @DonTheCrown
      @DonTheCrown  Год назад +1

      well I can kinda agree with that; however, this stuff has always been in the game, this is just the first time they're actually making it a stat you can mess around with. So you could just ignore it, except now its a lot easier to see how its working.

    • @jonsnowight9510
      @jonsnowight9510 Год назад

      @DonTheCrown Add this to the fact that almost all damage increase effects are tiny *and* conditional (+3% damage to stunned enemies, etc) and you've gor a game that is not friendly to new or casual players. Considering casual players make up the vast majority of players, this means less money for Blizzard and, in turn, less ongoing support, expansions, etc for the game. The more I think about it, the less excited I get for Diablo IV.

    • @purplestone134
      @purplestone134 Год назад +1

      @@jonsnowight9510 Except casual players won't dig into all the stats they probably won't even have the tooltip on their skills displaying lucky hit chance. Instead they just play the game have fun, kill stuff, find and equip better loot. This is a perfectly fine way to play the game if that's how you enjoy it. But don't ask developers to create dumbed down games. Games can both be complex and simple at the same time.

    • @jonsnowight9510
      @jonsnowight9510 Год назад

      @purplestone134 Casual players just don't have the time or the desire to play video games for 8-12 hours/day or to spend hours going over spreadsheets in order to maximize their character. That doesn't make them dumb or mean they don't want to understand the game they're playing. Again, more complex =/= better or more fun, it just equals more complex, which is not necessarily a good thing. Not every game needs to be POE, especially if it's intended for a broad audience, which Diablo IV certainly is.

    • @DonTheCrown
      @DonTheCrown  Год назад

      @@jonsnowight9510 yeah I totally agree, the alternative would be having these items have "a chance to proc" with no information about how often, seems more complex but its giving good info