Diablo® IV

Diablo® IV

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calculating lucky hit bonuses (& what does 'UP TO' mean??)
so if a skill has lucky 'UP TO' 49% chance to stun , and I have an amulet +30% lucky chance, gloves +15% lucky chance, and polearm mastery +10% lucky chance, then is that:

49% x 1.3 x 1.15 x 1.10 = 65% chance to stun ?

and can you clarify what 'UP TO' means , because that implies attacks have a RANGE of % UP TO 45% (??? or wtf dudes, there is some implied logic there I don't like)
Originally posted by Neithan:
Originally posted by MapleSyrup:
It rolls the luck individually for each skill with a luck chance, then rolls for the luck skills that succeeded. Using your numbers: 30 + 15 + 10 = 55% chance to proc your luck, then 49% chance to stun on that successful luck roll.
So 55% x 0.49 = 27% chance per hit to stun.
Up to just means that the max chance per hit to stun would be 49%.
That would require you to have 100% lucky hit chance.
100% x 0.49 = 49%

Not completely sure, but while mostly correct, it works a little bit different from what I gathered.

With the above numbers, afaik the additional lucky hit chance is not applied to the lucky hit effect, but the lucky hit chance of the skill used.

So assuming with those numbers the skill used has 40% LH chance.
Then the 55% additional LH chance on gear is multiplicatively added to that skills LH%, meaning 40% + 55%, or 40% x 1.55, adding up to 62%.
Now if the LH effect has a 49% chance to stun, for that skill, it will be 49% x 62%, or 49% x 0.62, leading to a 30.38% chance to stun with each use of that skill.

[Edith says] Mathematical brainfart on my side, it is ofc. correct either way, as it is, in the end, A x B x C ('Lucky Hit effect %' x (1 + 'Lucky Hit bonus') x 'Lucky Hit on skill'), and you can switch them around as you like, it will still come up with the same product. ^^
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Showing 1-9 of 9 comments
imdavidfindley Feb 7, 2024 @ 3:40am 
I am kind of feeling dumb here trying to figure this out
MapleSyrup Feb 7, 2024 @ 5:54am 
It rolls the luck individually for each skill with a luck chance, then rolls for the luck skills that succeeded. Using your numbers: 30 + 15 + 10 = 55% chance to proc your luck, then 49% chance to stun on that successful luck roll.
So 55% x 0.49 = 27% chance per hit to stun.
Up to just means that the max chance per hit to stun would be 49%.
That would require you to have 100% lucky hit chance.
100% x 0.49 = 49%
Last edited by MapleSyrup; Feb 7, 2024 @ 6:35am
The author of this thread has indicated that this post answers the original topic.
Neithan Feb 7, 2024 @ 9:28am 
Originally posted by MapleSyrup:
It rolls the luck individually for each skill with a luck chance, then rolls for the luck skills that succeeded. Using your numbers: 30 + 15 + 10 = 55% chance to proc your luck, then 49% chance to stun on that successful luck roll.
So 55% x 0.49 = 27% chance per hit to stun.
Up to just means that the max chance per hit to stun would be 49%.
That would require you to have 100% lucky hit chance.
100% x 0.49 = 49%

Not completely sure, but while mostly correct, it works a little bit different from what I gathered.

With the above numbers, afaik the additional lucky hit chance is not applied to the lucky hit effect, but the lucky hit chance of the skill used.

So assuming with those numbers the skill used has 40% LH chance.
Then the 55% additional LH chance on gear is multiplicatively added to that skills LH%, meaning 40% + 55%, or 40% x 1.55, adding up to 62%.
Now if the LH effect has a 49% chance to stun, for that skill, it will be 49% x 62%, or 49% x 0.62, leading to a 30.38% chance to stun with each use of that skill.

[Edith says] Mathematical brainfart on my side, it is ofc. correct either way, as it is, in the end, A x B x C ('Lucky Hit effect %' x (1 + 'Lucky Hit bonus') x 'Lucky Hit on skill'), and you can switch them around as you like, it will still come up with the same product. ^^
Last edited by Neithan; Feb 7, 2024 @ 9:38am
imdavidfindley Feb 7, 2024 @ 5:24pm 
ooooo because in my game when I look at the skill tree there is no 'lucky hit chance' modifier (like I've seen in other places online.)

also the latter poster makes more sense, so an item gifting 55% is way better than one gifting 40%, considering it's almost impossible to get 100% lucky hit chance

thanks so much !!!
ostar Feb 7, 2024 @ 5:39pm 
Any responses you get that try to tell you anything on this subject with any sort of certainty is a lie.

Even the devs, in their "campfire chats", have numerously and repeatedly admitted that they themselves don't know the backend formulas.

It used to come up quite often because they'd nerf or buff things and those things would break.

Literally between S1 and S2 they started saying they didn't want to nerf/buff anything because of that.
Ferrsai Jun 30, 2024 @ 5:24pm 
Originally posted by imdavidfindley:
so if a skill has lucky 'UP TO' 49% chance to stun , and I have an amulet +30% lucky chance, gloves +15% lucky chance, and polearm mastery +10% lucky chance, then is that:

49% x 1.3 x 1.15 x 1.10 = 65% chance to stun ?

and can you clarify what 'UP TO' means , because that implies attacks have a RANGE of % UP TO 45% (??? or wtf dudes, there is some implied logic there I don't like)

Post is a few months back, but I have to say this. These devs use the phrase "up to" way too often, and in instances that either it doesn't apply or it's hiding information that it's actually less than that 5% or whatever often. Lucky hit isn't complicated. It's x chance for a lucky hit, then each lucky hit has x chance to proc every lucky hit option you have. "Up to" doesn't ♥♥♥♥♥♥♥ apply anywhere. It either does it or it doesn't. So, I, too, would like to know wtf they mean. I doubt even they know.
Last edited by Ferrsai; Jun 30, 2024 @ 5:25pm
LOL Jun 30, 2024 @ 5:57pm 
They use up to because they have no idea how to calculate it. Up to basically means "it shouldn't be higher than this, probably."
mph0023 Jul 1, 2024 @ 12:24am 
I wish video games (especially RPGs, ARPGs) were more transparent with their rulesets.
When I play any TTRPG, I can just look up the rules in a book at any time. Can't do that with video games. Sure, there are wikis and walkthroughs and YT videos for everything these days, but rarely anything official, and even more rare to put it IN the game via detailed tooltips or a searchable rulebook/journal.

They have to have this information to make the game. It's also not arcane secrets. Just publish it in the game, FFS. Be 100% transparent.
Last edited by mph0023; Jul 1, 2024 @ 12:25am
DirtyMick Jul 1, 2024 @ 2:52pm 
Originally posted by mph0023:
I wish video games (especially RPGs, ARPGs) were more transparent with their rulesets.
When I play any TTRPG, I can just look up the rules in a book at any time. Can't do that with video games. Sure, there are wikis and walkthroughs and YT videos for everything these days, but rarely anything official, and even more rare to put it IN the game via detailed tooltips or a searchable rulebook/journal.

They have to have this information to make the game. It's also not arcane secrets. Just publish it in the game, FFS. Be 100% transparent.
Ya arpgs are quite notorious for that. Every single one.
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Date Posted: Feb 7, 2024 @ 1:52am
Posts: 9