Critical Chance Damage Multpyer

What does it mean by this?? I'm confused lol xD
Thanks so much to "Crystalis" for a Beta Key!!!!
Last edited by lockaeel#4682 on Dec 7, 2011, 5:04:52 AM
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lockaeel wrote:
What does it mean by this?? I'm confused lol xD
The phrase is "Critical Strike Damage Multiplier". It's the multiplier applied to your damge if you get a critical strike.
Players start with a base Critical Strike Damage Multiplier of 150%, meaning you do half as much damage again on a critical strike as compared to a normal hit. If you get it to 200%, your critical strikes will deal double normal damage.

The other (main) stat affecting critical strikes is Critical Strike Chance - which is the chance you'll get a critical strike when you use your skill. If you want to increase the Critical Strike Damage Multiplier, then you should also increase your Critical Strike Chance so that the multiplier can happen more often.
Does adding one percent to the multiplier with passives make the multiplier 151% or 151.5%? So is the added percent flat or based off of 150%?
What is the base crit multiplier for damage done by enemies? Is it 130% as I've been told? If I have 10% crit damage reduction, would that be 120% or 117%?
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Epicurwin wrote:
Does adding one percent to the multiplier with passives make the multiplier 151% or 151.5%? So is the added percent flat or based off of 150%?
Increased Critical Strike Multiplier is a percentage increase to the base, so 1% increase to 150% is 151.5% multiplier
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OnmyojiOmn wrote:
What is the base crit multiplier for damage done by enemies? Is it 130% as I've been told? If I have 10% crit damage reduction, would that be 120% or 117%?
Monster's default base multiplier is 130%, yes. The stat for reducing damage you take from critical strikes is a percentage reduction of the value so in your example it would go to 117%
nvm sorry i mistake threads. :/
Last edited by Kabraxis#1526 on Dec 7, 2011, 4:45:53 PM
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Mark_GGG wrote:
The stat for reducing damage you take from critical strikes is a percentage reduction of the value so in your example it would go to 117%

My Marauder can easily pick up 90% crit damage reduction from passives, 100% if I really wanted all seven endurance charges.

- Is crit reduction capped at 30%? If so, most of this stat is going to waste. If I get the passive for 10% crit reduction per endurance charge, that's 60% or 70% reduction from one passive point. That makes the two 15% reduction passives near the Marauder start pretty much useless, completely useless for any character that takes the endurance charge cluster with crit reduction and +1 charge.

- If it's not capped, does crit reduction over 23% make crits do less damage than normal hits? Does 100% make crits do zero damage?

- If you're mistaken and crit reduction is multiplied by the extra damage (the 30%), then the stat is underpowered. 10% crit reduction would only be a 0.0015% reduction in total damage.
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Last edited by OnmyojiOmn#1981 on Dec 7, 2011, 7:14:59 PM
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OnmyojiOmn wrote:
- If it's not capped, does crit reduction over 23% make crits do less damage than normal hits? Does 100% make crits do zero damage?
Yes.
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Mark_GGG wrote:
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OnmyojiOmn wrote:
- If it's not capped, does crit reduction over 23% make crits do less damage than normal hits? Does 100% make crits do zero damage?
Yes.


wait, what

Doesn't that seem wrong to you?
IRON MAN
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Mark_GGG wrote:
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OnmyojiOmn wrote:
- If it's not capped, does crit reduction over 23% make crits do less damage than normal hits? Does 100% make crits do zero damage?
Yes.

Okay, thanks. Interestingly, aside from eliminatingh damage spikes, reducing crit damage by 100% is only a 6.5% reduction in total damage if crit chance is always 5%. That's less than one extra endurance charge. I wonder if this bonus from endurance charges and the two 15% passives near the Marauder start should be changed to crit CHANCE reduction.
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