Crit Multiplier is the most broken thing in the game

Its not that daggers are broken, its Crit multiplier making everything in the game that can crit is broken.

Remember Critical hits in Diablo 2? Deadly strike caps out at exactly 200% damage.

League of legends; Only item that affects multiplier is Infinity Edge which comes at a huge opportunity cost to your tankiness; 200->250% multiplier.

Everything in PoE scales well with crit. Its the exact same in Diablo 3 because in both games critical multiplier is a stackable stat.




The only source of Crit multiplier in the game should be a keystone with "Your crit multiplier is 225% instead of 150% and you have 20% less Life/Energy Shield". Period. And on Veil of Night because YOLO.
Last edited by H4xolotl on Sep 21, 2014, 8:28:02 AM
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OP is from D3

Too obvious.
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Mah morn narr
"

The only source of Crit multiplier in the game should be a keystone with "Your crit multiplier is 225% instead of 150% and you have 20% less Life/Energy Shield". Period. And on Veil of Night because YOLO.


And it will completely break the gameplay.
In POE classes that can get a really decent crit chance, are int-dex based.
Meaning - they do not deal much damage, since everything is scaled, and normally the base damage is physical.
No str, no dps.

On the other hand if you manage somehow to get you crit chance to ~90% (it is possible) you can build up the crit multi instead of melee damage as other classes do.
The final dps will be about the same, it's not overpowered at all, in fact it usually lower if you compare it with a balanced physical melee classes, but you will have proc effects tied to crit, and it will compensate the lack of brute force.

So i disagree, everything is fine, and the way it's supposed to be. If you don't deal enough damage and envy dagger builds either play one, or create a proper build of your own.
Crit multi is fine, this post here again is lame
"
behemothd wrote:
"

The only source of Crit multiplier in the game should be a keystone with "Your crit multiplier is 225% instead of 150% and you have 20% less Life/Energy Shield". Period. And on Veil of Night because YOLO.


And it will completely break the gameplay.
In POE classes that can get a really decent crit chance, are int-dex based.
Meaning - they do not deal much damage, since everything is scaled, and normally the base damage is physical.
No str, no dps.


Wait.

I honestly don't see much of a difference between strength-dex and int-dex in terms of weapon critical damage in the passive tree.
Can we decide on what's broken in this game?

I'd say Untainted paradise. That shit is just broken.

If you want to streamroll through 80ies, it's paradise or gtfo.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
"
OP is from D3

Too obvious.


And even in D3 crit multiplier is broken...more so in this game because it's far easier to stack crit/CHD and maintain that high level of damage much easier. With weapons that have such high crit bases (daggers, wands, and Harbinger bows being the easiest to display this), the ability to have the CHD gem as a link, and Assassin's Mark giving a MORE CHD multiplier on it, extra crit chance, and Power Charge generation for even more crit chance...yeah. The only thing that attempts to keep CHD in check is the reflect damage property, but even that can be worked around with a little planning and a little more careful play. Aside from that, there's almost no downside to building towards crit.

The recent threads popping up about the FM crafting mods and daggers being 'OP' are really only bringing to light an issue that's been around for a while and now more are finally taking notice. CHC/CHD synergizes far too well in this game, and throw in IAS that has no diminishing returns/breakpoints on it, leech rates, and even low-life builds...well...it's a perfect storm that's been brewing for a long time. Add in the fact that crit will proc elemental effects like shock, freeze, and burning, and that when you get your crit chance up so high that you might as well not be doing your 'normal damage', but your 'normal damage' is instead a near-constant 6x-9x...it's a little more than broken.

In terms of actually trying to balance CHC/CHD, it is sadly a fairly deep-rooted problem amongst others like primary defenses being inferior to secondary/tertiary defenses, extreme spike damage, over-tuned elemental damage from mobs, and this being out-of-control damage from players...yeah. There is no easy fix to this one in terms of just a 'one panacea' solution, but would need to be a massive re-balancing of many core issues in this game.
"
behemothd wrote:
"

The only source of Crit multiplier in the game should be a keystone with "Your crit multiplier is 225% instead of 150% and you have 20% less Life/Energy Shield". Period. And on Veil of Night because YOLO.


And it will completely break the gameplay.
In POE classes that can get a really decent crit chance, are int-dex based.
Meaning - they do not deal much damage, since everything is scaled, and normally the base damage is physical.
No str, no dps.

On the other hand if you manage somehow to get you crit chance to ~90% (it is possible) you can build up the crit multi instead of melee damage as other classes do.
The final dps will be about the same, it's not overpowered at all, in fact it usually lower if you compare it with a balanced physical melee classes, but you will have proc effects tied to crit, and it will compensate the lack of brute force.

So i disagree, everything is fine, and the way it's supposed to be. If you don't deal enough damage and envy dagger builds either play one, or create a proper build of your own.



this is completely wrong. dex weapon nodes are actually better than str nodes. str nodes tend to only have physical damage.

dex nodes tend to have physical and attack speed and crit.

the only thing str has right now is that it adds 50 - 70% physical damage over dex builds.
and about 100 - 200 more base life


you know what dex builds get? 50 - 90% more attack speed, and access to better crit.


ive made sword builds with much more dps than mace builds taking the same amount of damage nodes and having the same dps base weapons.

daggars do less damage explicitly because of crit so using them as an example while taking crit out of the picture when clearly they were build around crit is stupid.



if you really wana see how fucked the situation is just look at physical bows.
the death bow series pretty much destroyed all the other bow types. who cares if imperial bows have more aps .

its all about the crit , crit crit crit crit CRIT CRIT !!!!!!! its like everything else is in slow motion compared to crit.

Last edited by Saltychipmunk on Sep 21, 2014, 10:52:48 AM
There is a reason why d2 had a crit multi cap. There is a reason why in most all games all exponential scaling stuff is capped or has diminishing returns

Because if not - d3 crit fiasco or even more poe crit/dagger fiasco can occur turning otherwise complex game into stupid onedimentsional piece of crit

We are already at it. Sadly. Removal of ALL crit multi might help same as with capping crit at 50%. None of it will happen. Ever. Ggg likes this stuff if thwy release bow with 10% crit chance..
Crit multi should be a thing for 2handers, ;) i will never understand why little pocking sticks out crit/dps by a farshot 2handed weapons, you sacrifice a shield...(almost evrything....) for a tiny amount of NOT EVEN MORE DAMAGE. xD dualwield atleast is great...but that's based on how great 1handers are already.



1handers, crit chance.
2handers, crit multi.


so simple to fix....
hit me up @sarrow lets have fun :D

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