# Lucky Hit is a multiplicative double-roll, and chained procs are deliberately blocked - know both halves before building around it

Triggering any 'Lucky Hit: Chance to X' effect requires passing TWO independent rolls in sequence - the skill's own tooltip Lucky Hit Chance, then that specific effect's own trigger chance - multiplied together for the real proc rate; and effects that trigger FROM a Lucky Hit generally cannot themselves generate a new Lucky Hit, preventing infinite proc chains.

Diablo IV patch 3.2.1. Category: uptime loop. Evidence: Confirmed. Flagged as possibly unintended behaviour.

## Detail
A 50% Lucky Hit Chance skill with a '20% chance to Freeze' effect does not Freeze 20% of hits - it Freezes 10% of hits (50% x 20%). Separately, several verified effects (Andariel's Visage, X'Fal's Corroded Signet, Victimize) carry an internal cooldown of roughly 0.7 seconds that further caps how often they can re-trigger regardless of hit volume.

## Why it works
The two-roll structure keeps high-Lucky-Hit-Chance builds from making every single proc effect nearly guaranteed; the chain-prevention rule (procs generally cannot themselves count as a new Lucky Hit) exists specifically to stop runaway proc cascades, with rare, likely-unintended exceptions (Bursting Venoms, Meteor) that should be treated as bug-risk rather than intended tech.

## Numbers
Example: 50% tooltip Lucky Hit Chance x 20% effect chance = 10% final proc rate per hit. Verified ~0.7 second internal cooldowns: Andariel's Visage, X'Fal's Corroded Signet, Victimize.

## How to use it
When budgeting for a Lucky Hit build, multiply the two rates rather than assuming the effect's printed percentage is the real proc rate, and don't rely on chain-proc behavior from a specific interaction persisting - it is more likely an unpatched bug than sanctioned design.