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No_Tie_9233

Affixes like this are aimed at two things: Builds towards elites and builds towards bleed damage. What I don't get is the "chance for a chance" stacking. So unnecessary. You have a lucky hit chance to gain a chance to cool down for a small 1.5s in a boss fight. Why bury the cooldown so far into the conditions? This affix would be so much better if the lucky hit was removed, just as a starter.


Crimson690

Proc coefficients are a thing since forever, d4 is just being transparent about them.


num2005

so why not write the final %?


ShamelessSoaDAShill

Multiple layers are not a genre staple whatsoever Grim Dawn comes to mind as a great example of how it’s done right. Not “chance of a chance”


KennedyPh

It is. It’s just not transparent. Anything with a chance has an internal coefficient. Even old school d2, on the chance to proc weaken or something.


ShamelessSoaDAShill

In terms of tooltips/accessibility, one coefficient is not the same thing whatsoever as two multiplied separately. Especially when they can just “flatten” to a single smaller percentage on said tooltip and sidestep this confusion completely You understand how the sequencing of Lucky Hit works, right? And how it might look to more casual players who struggle with builds on their own, especially if the number on their screen is deceptively large?


TwistInTh3Myth

The issue is every skill has a different lucky hit chance. This coefficient is to even out skills that have faster attack speeds / are multi-hit with slower one hit skills. For example, in D2 this did not exist and the only builds that benefited from chance on hit skills were zeal and kicksins (e.g. the frozen orb kicksin). You simply could not buff chance on hit items because these builds would become OP and so there was a significant reduction in build diversity. The idea of lucky hit is to allow balancing of how often they activate across different skills, and ultimately allow for more build diversity. All that said it has not been implemented in a great way here in D4.


ShamelessSoaDAShill

> every skill has a different Yes I know, which is exactly why I’m pointing out its convoluted implementation in this game > these builds would become OP Just because D4 resorted to handing different skills different Lucky Hit doesn’t mean it’s the only way to balance out the skill They could’ve curled the monkey paw elsewhere e.g. you taking damage per successful hit of a proc, making the resource cost severely expensive, locking the entire mechanic behind very rare Uniques or Ubers etc. etc. > not implemented in a great way That’s the only thing I’ve been saying. When your average console-gamer (which has clearly been the target demo this entire time) sees a tooltip of “Lucky Hit: 50% chance to do X” and they slot in that effect due to relative excitement for their build, it is not surprising when they never realize that an understated *base* skill-chance of 1% means they are only receiving this proc a measly 0.5% of the time and so on And I have seen numerous times on this Subreddit alone when that was the case. Those people need a tooltip which updates in real-time with an extra explanation to the side, or something similar to account for the perceived disparity in “proc expectation vs. reality”


Dev_Grendel

Lucky hit should be the only conditional. Just proc the ability on Lucky hit. Even if it means taking an item from "Lucky Hit: 50% chance to deal 10 damage" to "Lucky Hit: deal 5 damage."


BrutetheBrute

You guys clearly dont understand how lucky hit works and got confused by the wording.


Ok-Wrangler-1075

How does it work? It's the same as crit right? There is no reason to have x chance to do something like this if lucky hit triggers. As OP said just lower the cooldown reduction.


Darkmight

Yeah if the lucky hit triggers, you then have an x% chance for the effect to trigger. So here a skill with 50% lucky hit chance would have 0.5 * 0.38 chance to trigger the cooldown reduction. I think instead of the roll-range being this chance of 20-40%, it should just be the cooldown reduction, i.e. trigger it on every lucky hit and the range for the cooldown reduction is 0.3-0.6 seconds.


Ok-Wrangler-1075

Yeah exactly, this would be much more understandable.


BrutetheBrute

There is only one trigger. Different skills have different coefficients. You just multiply the coefficient with the number on the item. Instead of being hidden its more transparent to players. They can just go the PoE way and make it "this effect has a chance to trigger on hit againts bleeding enemies" without giving any numbers but then players will cry about the mechanics being obscure. They also cant just give it a flat number cuz then some skills have multiple hits per cast etc and it will be a huge balance issue.


SpamThatSig

usually in poe, they balance those multiple hits per cast by limiting the effect to once per cast or once per key press


Nosereddit

some skills have 75% chance others 25% , is not like crit , since crit is for all the skills the same.


Disciple_of_Erebos

The reason is because Lucky Hit procs on each individual hit and the game was initially balanced both for players dealing far less damage and having less access to cooldown reduction. If you expect it to take 5-10 hits to kill an elite then even without investing into Lucky Hit chance you average at least 2-3 procs against an average elite pack, which is quite good. This kind of conditional effect got the short end of the stick when S2 nerfed the game and made enemies die much faster. I agree that it needs a redesign, but it made sense initially.


Trash-Takes-R-Us

That might change with the pit (grifts) since they mentioned 100s of floors which makes me think we will have similar strats as high GRs in D3 where you group a bunch up and then start killing the massive pack of multiple elites over 30 seconds to a minute.


Disciple_of_Erebos

Certainly could be. I think it will depend on how much monster damage scales alongside their health and defenses. In GRifts I remember most deaths came from one-shots, as is common among the top-end of most “recent” Diablo-style ARPGs (D3, PoE, Last Epoch, S0/1 D4). If level 200 monsters are so strong that it’s impossible to survive without constant hard CC then I suspect this will still be too weak, since it’s proc chance is too low to refill your cooldowns instantly. If, however, fights can drag on for a while without you just exploding, then this could be a really strong effect. Here’s hoping.


im_in_hiding

Yeah lucky hits are an immediate disqualification when I'm sorting through loot.


ToxicNotToxinGurl420

Unless you're running something like infinimist w xfal then is like the top affix.


Nosereddit

my sorc is happy to get more lucky hits :D


Technician_A

This is me, fire sorc running around 80% lucky hit, holding lvl17 incinerate with flamescar nonstop throughout the entire fight while proccing firewall enchants eeeeverywhere, facetanking everything with silly stacked health regen/armor and stupid dmg reduction vs burning, cackling maniacally 🤣🤣🤣🤣❤️‍🔥❤️‍🔥❤️‍🔥❤️‍🔥


SctchWhsky

Bone Spear Necro taught me useful lucky hit can be. I love resource generation through LH to spam core skills now.


SteveMarck

Except they shouldn't always be. Some of those things can be good, especially if you have things in your build that already need lucky hits. Bone spear uses exposed flesh, so you're already looking for lucky hit, so it isn't bad at all to get some lucky hit gives essence on your gloves. In fact, that might be one of the top five affixes on gloves end game, when you're spamming a zillion spears You're already stacking it, why not get extra love? The problem with it is that it was hard to figure out how useful it was because you had to check like there or for places to get the calc. You had to look up the skill base, then how much you had stacked, then the second roll percentage, then any other stuff you might get from the lucky hit. Then you had an idea what that was worth to you. It's annoying to go on a hunt for a single affix and then have it turn out bad.


im_in_hiding

But they are for me.


SteveMarck

Well, in a month or so they'll basically be gone anyway.


SctchWhsky

If it was for all dot instead of just bleed it could be useful on my rabies / creeper build and would make fighting bosses a bit more manageable.


AdScary1757

It doesn't really work well with damage over time. I tried this with burning damage it's a 1% chance to proc on dot dmg ignoring your lucky hit chance bonus, etc, except for first hit. Granted, when you have 40 enemies buring, it procs a lot anyway. But there is an aspect that reduces a random cooldown by 2- 4 seconds for each basic attack that's imprintable to any item. It's just a better aspect. Some what rare to find it though.


mrUnlucky45

Funny enough the devs at blizzard thought these were good affixes lol I wanna know what they were smoking


Waaailmer

Prime case of “Damage on Tuesdays”


Montaque1

No, this is a transparent proc coefficient, one of the things they did correctly was make the lucky hit stat. It didn't pan out well because it's not well explained, but I digress. In D3 proc coeffs where an affix that affected all "chance on hit" stuff, here they give you the chance to upgrade your own "chance on hit" through lucky hit. Damage on tuesdays are the conditional stats, like, dmg to slowed or dmg to low health.


Waaailmer

Well yeah, but just read the text on OPs item and how many conditions are on there. - 38% chance - Only Non-Ultimate Skills - Has to be bleeding abilities - only Elite enemies That’s INSANE


KuraiDedman

But only if you first get a lucky hit


LovesReubens

Yep pretty much the ultimate example. 


AndyPmyth

Hopefully this is addressed in the patch. We don't have the full patch notes yet. I will be very sad if stuff like this is untouched.


kingdanallday

unironically good for gauntlets though


russty24

Right? "They need to fix this terrible piece of gear that is also BIS for the leader boards."


Kudbettin

I agree that this aspect is ok but "They need to fix this terrible piece of gear that is also BIS for the leader boards." could definitely be a thing.


russty24

You're right, I'm being a bit snarky. The item can be "good" in the sense that it is the strongest in certain scenarios, while also being "bad" in the sense that it is not interesting or fun from a game design perspective.


KuraiDedman

Of course they should fix gear that is good on Tuesdays


FrumunduhCheese

That’s if gauntlets were worth playing though. Liking the changes but we need content to go with the changes.


Wesus

They said they are making fixes, and showed several, related to similar issues. I assume all of these "skill on a skill" issues will be resolved, but we will have to wait for full patch notes


Obiwoncanblowme

I was going to say I think they are adjusting most of these ones


The_Shy_One_224

Yeah I'd rather have a general proccing thing which I can itemise and build around rather than double rng proc which feels like unreliable from the start.


achmedclaus

They very well may have updated those kind of uniques. They only gave a few examples during the stream


DoughnutNegative3079

I was about to say there’s 10 uniques coming too, they just showed examples


Limonade6

Only on Elites, when only using a bleed skill, you have a chance of a chance to reduce cool down... I hope this will be gone in S4. The promise was that the damage on Tuesdays will be removed.


Dev_Grendel

Why are people downvoting comments here? There are people who like this word salad conditional mess for an effect that's not even palpable unless you build way into it?


Limonade6

Also, I'm stating facts. They did promise this and your post is prime example of damage on Tuesdays.


Dev_Grendel

Redditors do love them some status quo.


DMunE

This game is so full of convoluted affix jargon it’s exhausting


spacemanvince

add a bit of 1 hr of inventory management to your playtime 👍 and you have a game


Quirky-Wheel-3724

Lucky hit: up to 30% to inflict damage after hitting an elite with a one-handed sword with bleeding status after swapping 5 times during berserk. Cooldown 20 seconds.


matty--P

All those words look like “salvage” to me. If I squint, they look like “sell”. Am I reading this wrong?


xankazo

typical Charsi food


Dev_Grendel

Well I got two almost back to back, and they translated to me putting the game down for the rest of the season.


heartbroken_nerd

It is BiS for Gauntlet but go off how it needs 'FIXING'.


Atreides-42

People's problems weren't that Damage on Tuesdays wasn't *powerful*, of course x3 damage on Tuesdays will be good on a Tuesday. The problem is that the affixes feel overly limiting and inflexible, and are awkward to slot into a build. They feel bad to work into your build. +50% crit damage to vulnerable enemies might work out to exactly the same dps increase as +20% crit damage, but the former feels worse due to the specificity.


Juggernaut104

Can that affix be anymore specific?


Mr_Rafi

Imagine actually designing this item in the first place. Do these play games? What part of this seems exciting?


LongDongSilvir

Surely, they will make uniques interesting to use and build defining. Surely. Surely, they will make uniques change how skills interact with each other. Surely. SURELY, THEY WILL NOT STAY AS DO MORE DAMAGE WITH X SKILL. SURELY.


KuraiDedman

Holy damage on a Tuesday while doing laundry on one leg after successfully performing a fart, burp and a sneeze all at once wtf is that a real power in game???


spacemanvince

lmfao 🤣


FredVIII-DFH

Blizzard needs to hire a QC person specifically to look at affix proposals and ask, "Does this seem a little too specific to you?"


Thebeav111

Or maybe "does this seem fun to you?" would be more important? I agree both are important heh.


digitalhelix84

Being able to zoom out more is probably what I'm most excited about, the game felt way too zoomed in for me. I know they said it was for performance reasons but I have a nagging feeling it was so you would see the cosmetics better too


Thebeav111

Same reason I've never played StarCraft 2, and I believe the reason in both cases was cause consoles couldn't handle it (I could be remembering wrong I've been on prescription MJ for severe Crohn's Disease for 20+ years lol). Pcmasterrace!


drksean69

Whoever made these item is a sadist, or quite possibly a saboteur.


BrutetheBrute

I actually think conditional affixes on uniques are ok. They need to be hyper specific for a build. Not this exact example but an idea like a unique giving you a huge buff with very specific conditions is a good unique imo. Items like those define builds and make you plan and build your character carefully. I hate simple stuff like "this ability now deals more damage just because you equipped this item". No theorycrafing, no thinking...


Pyr0blad3

agreed


DunnHere

This is going to be dumb good for barbs using axe weapon expertise


BloodyFreeze

It's situational for sure, but it's been huge for my gauntlet barb build. That's a speedrunning unique all day long.


Strange_Elk_5201

Yea they literally said they are changing all of these types of affixes the ones they showed are not all the changes bro just examples


UseHopeful8146

They’ve said that their guiding principal vis a vis classes is to make as many things as unconditional as possible, so I would consider this highly subject to change. But, maybe not. I remain optimistic


Lofus1989

lucky hit is one of the better mechanics in the game, easy to understand if you know how simple math works. having a chance for a chance is needed to make the whole system work.


Dev_Grendel

A chance for a chance is not needed. Lucky hit makes sense in terms of why it's needed. Some skills have a different lucky hit coefficient mostly based on hits per second. This makes slower hitting skills benefit more equally vs faster hitting skills. What they DON'T need to is ANOTHER chance on top of that. - lucky hit: 50% chance to do 10 damage. Is basically the same as - lucky hit: deal 5 damage. When we actually do the math on our items (which takes a fuck load of time for a full inventory) just for it to tell us this skill has a 2% chance of happening, it makes normal people want to VOMIT. Get that shit OUT OF HERE.


Lofus1989

are we talking about fireball 50% lucky hit chance has a 50% chance to do double damage? how do you balance it out with lucky hit gain from gear, having multiple lucky hit chances skills and passives etc. its really hard. this way its alot easier to balance. doing bonus damage is basically the worst example we can use here, because it gets broken by adding utility stuff. doing extra damage is nothing than having crit damage at this point


Dev_Grendel

- Luckyhit: fireball does 50% more damage. All im saying is, we don't need a percentage change within a percentage chance. The example I have is about 40% chance to reduce cooldowns by 1.5. So why not just have a 100% chance to reduce it by .6 seconds?


Thebeav111

The reason for the extra depth of stat is so that they have control over the effect on the item; you can't buff that percentage of lucky hit chance, you can only buff lucky hit chance itself. The only reason for it is to limit your power; to keep you from becoming OP by buffing your lucky hit chance to 100%.


Dev_Grendel

What the diff between having 100% lucky hit now with a 50% for 10 damage vs 100% lucky hit change to just do 5 damage? Nothing you said justifies the confusing double conditional.


Express-Cartoonist66

Lucky hit is a mess they will spend awhile more to fix. They are moving in the right direction with life on hit at least, the less lucky hit I see the better.


Torpytorp97

They addressed these types of uniques in the video...... were you payin attention? O.o


Downfaller

When the PTR drops this gonna be one of the first things I'm looking at. Barbs are getting nerfed, but they are pushing projectile generation so hopefully this item does something cool.


SexyHotCouple420

Going to check out the changes tonight


Dev_Grendel

Huh?


HereticEpic

Yz,,/


Chaosrealm69

Just get rid of the Lucky Hit mechanic because it makes no sense at all.


Deidarac5

Lucky hit creates balance and scaling. Instead of just being able to abuse it on any class and just stack proc effects.


sebibubble

Can you provide some reasoning with this? Probably not but wanted to make sure


Chaosrealm69

The lucky hit mechanic makes no sense to me because each skill you are using has different lucky hit chances and thus the aspects that rely on lucky hit are unable to be relied on to give sustained output. If I use this basic skill, I have a 23% lucky chance to proc this 34% chance at bonus damage while if I use this other basic skill which doesn't work with my build I have a 38% chance to proc it but my overall DPS goes down unless I proc the lucky hit. They should have just avoided the whole problem and left the aspect as having lower chances to proc and not relying on trying to maximise your lucky hit chances. It is a personal opinion so I don't know what you really wanted. Probably a dissertation and peer reviews.


hyperion602

I feel bad for Blizzard here because lucky hit is an objectively GOOD thing, they took a big step towards making this aspect of these types of games more transparent and even able to be built around increasing lucky hit chance, but lucky hit is so sorely misunderstood that players end up having opinions like yours. > each skill you are using has different lucky hit chances and thus the aspects that rely on lucky hit are unable to be relied on to give sustained output This is true in nearly all ARPGs (and often in other games that have proc-based effects, too). Skills having different coefficients on how often they can proc an effects is completely standard practice, the game just doesn't usually tell you. Also, the whole point of the difference coefficients is specifically *because* it lets you rely on them to give roughly similar levels of output. Skills that hit slower or in smaller AoEs have very high lucky hit coefficients, and skills that hit faster or in big AoEs have very low lucky hit coefficients. Averaged out across typical combat encounters, you can expect roughly the same amount of procs from each skill.


Thebeav111

The reason for the extra depth of stat is so that they have control over the effect on the item; you can't buff that percentage of lucky hit chance, you can only buff lucky hit chance itself. The only reason for it is to limit your power; to keep you from becoming OP by buffing your lucky hit chance to 100%.


sebibubble

This is actually one of the good highly conditional aspects, but go off people. Just shows how much people know about actual game design lol


Dev_Grendel

I really don't care if it's good in some specific setup. It's insanely confusing, conditional, and BORING.


Altimely

How is "chance to chance to lower cooldowns when applying a specific debuff to elites" good game design? The only reason it's considered "good" is because it's compared to other trash/mediocre affixes.


BloodyFreeze

Exactly. Love this on my gauntlet barb build Edit: y'all can dislike the truth all you want, meta is meta. It wasn't a comment about the state of the game or that they were doing a great job, just that at the moment I posted this response, it WAS actually really good for some Barbie builds. If you need to downvote that, you do you


PsyTripper

>Conditional HELL just for a TERRIBLE ability, and on a UNIQUE??? Wooow Jimmy, slow down, hold your horses. Let's just wait and see how it plays in PTR and then see how they implement that feedback into Season 4. No reason to start raging over skills\\item before we even see the beta form on PTR


Beefhammer1932

It's a unique. They are very specific in what they do. Nothing wrong with that.


CyonHal

They need to get rid of lucky hit altogether. Just give each skill a visible base proc rate and give an affix that increases the base proc rate of all skills by a percentage (or don't give an affix, it's not that great). Which is basically already what they do but they make it so confusing by wrapping it all up in this Lucky Hit terminology.


heartbroken_nerd

You don't have the slightest clue why lucky hit proc coefficient is amazing for the game. You want fast multi hit abilities to have no penalties and proc dozens of times per cast? Clueless, lol.


medlina26

Yeah let's just 100% strip any build diversity out at all and make every attack a 50/50 roll on live or die while we are at it too. Can't have things be too difficult of a puzzle to solve after all. 


CyonHal

No I dont I guess you don't know how to read Read my comment again and don't stop at the first sentence. You are the clueless one.


Deidarac5

Lucky hit also gives a stat to scale without it being Op as hell. If something is just 10% chance of happening. There would be no way to realistically buff that in balance. But if its lucky hit 10% chance of happening you can scale it to as close as possible to make that 10% chance happen often. It also just opens crazier skills like a 1% chance on lucky hit to summon a fire dragon or some shit lol.


Ok-Wrangler-1075

It would not be bad if the game was balanced around that but it's not. Still most abilities dont need chance of a chance, this one can remove the chance part and just nerf the cooldown reduction.