

If a skill has 50% base Lucky Hit chance, you can still raise your Lucky Hit chance up to 100% with that skill instead of only being locked to base skill chance. If an item specifically says "Lucky Hit Up to 100%" means any skill with Lucky Hit can proc it. 100% increased Lucky Hit of 0% is still 0%(?). I am not aware if skills that don't have Lucky Hit are affected by Lucky Hit stat. Most skills have an inherent Lucky Hit chance (seen by enabling Advanced Tooltips), and that chance can be raised with the Lucky Hit stat. Lucky Hit is similar to Proc Coefficients from Diablo 3, just more transparency, with less annoying factors. IE does each arrow of a poison imbued rapid fire have 20%+33% lucky hit chance or is the inherit 33% on PI modified by the number of hits of the ability being used? Something I failed to test on beta (as I was primarily using the 100% lucky hit on shadowstep) was if imbuement applications on multi hit abilities are modified at all or if they are flat additive to an ability. Obviously it isn't as clean as 8/10 mobs are stunned or dazed (25% no effect, 25% both effects, 50% at least one effect in this case) but you get the idea. IE say you use a 3CP pen shot (80% base lucky hit) ability with 50% to stun on lucky hit and 50% to daze on lucky hit, and say we hit 10 mobs.Įach mob hit first rolls to determine if it was lucky hit (8/10 on average here) it then rolls to determine if it is dazed (4/10) or stunned (4/10). Lucky hit, each hit appears to roll to determine if it's lucky, then rolls again to determine what effects off the table actually occur. IE if you were to cast flurry then the crit 'die' rolls to determine if the whole ability crit's or not. Unlike crit rolls that appear to happen on cast, lucky hit appears to actually roll on hit. The wording also supports this with 'up to x%' seen in a lot of lucky hit effects. These are static values with no way (as far as I can tell) to increase them. It rolls on the table of lucky hit effects you have. You cannot exceed 100% lucky hit ever, either a hit is lucky or it is not. If one has 10% lucky hit on gear/tree/etc it becomes 55%. IE a rogues invigorating strike has a baseline 50% to lucky hit.


This is multiplied by sources of +lucky hit on gear. The ability rolls to determine if the hit is lucky. 2 pieces, while maybe not 100% accurate to the programming, this is functionally how it works.
