Crit mods.

What's the difference between mods "base crit chance inrease" "crit chance increase" "local crit chance increase"? same question about multiplier, and anyone can write formula or give a shortcut to a thread where it was discussed pls.
Time to show off my gear xD

Local crit increase:
Unavailable

The % is multiplicative bonus, so 8% base critical becomes 10%

Base increase:
Unavailable

The increase is additive, so assuming I have 500% increased critical chance, wearing this amulet will boost me to 530%

With above example, the total chance to crit is:
(base of wand) x (1 + increased critical chance) = 10% x (1 + 5.3) = 63% total chance to crit.


Hope this solves your question.
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns
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thx. Crit chance nods work like amulet's? what about crit damage? It relies on weapon? i thought its having 150% and is just additive.
Last edited by nocturne11 on Aug 14, 2012, 2:36:05 PM
yea, crit chance nodes works like the amulet's.

the damage multiplier I am not really sure if there's a difference between local and base. I will have to test on that. One thing I do know, is that local critical damage multiplier only work with attack skills that uses the weapon, spell gain absolutely no benefit from local mods.
Alice_of_Wraeclast - Dagger CI Witch
Alice_MadnessReturns - Molten Strike AoF witch
Flavour Build concept taken from Alice: Madness Returns

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