Monster Crit Multipllier & Enfeeble

I'm trying to do all the theory crafting behind a build I want to test out -- a max. block champion who uses 5x reckless defence jewels to achieve max spell block. My biggest question relates to monster crit & multiplier.

Assuming monsters have a base 5% crit chance & 130% multiplier, using 5x reckless defence jewels (lets say a perfect 7% each) would put monster crit at: 5% + 5x 7% = 40%? Would the 25% reduced crit strike chance from enfeeble make this: 40% * (1-.25) = 30%?

In terms of multiplier, would enfeeble reduce their multiplier from 130% to 100% (assuming lvl 20 gem), effectively making their crits do the same amount of damage as their normal attacks?

I've been through the wiki looking for answers, but haven't found anything concrete yet -- any insight would be greatly appreciated. Thanks!
hai.
Last bumped on Aug 10, 2016, 9:44:29 PM
You are right on both accounts.

Do remember that map mods give increased crit, so if you have a map mode gives 400% increased crit chance (maximum possible amount if the wiki is right) then you will end with 40% * (1-.25+4) = 190% (way overcapped) mob crit chance, so enfeeble won't help you at all here. Hell, even the lowest possible amount, 160% increased crit chance, leaves you with 94% crit chance.

On the other hand, crit multiplier is just added all together, so on a 45% increased crit multiplier (again, maximum possible amount according to the wiki) will mean mobs will have 1.3 + 0.45 - 0.3 = 1.45 crit multiplier.

I really would recommend you to just go gladiator for that 100% block to spell block, getting crit almost all the time is bad. Even if you evade all crit map mods, you still have to deal with rare mob affixes.
Last edited by Adser#1634 on Aug 10, 2016, 5:01:47 PM
Monsters do not have +7% Chance to Crit, instead, you have +7% Chance to Be Crit.

Just like Assassin's Mark, Increased/Reduced Crit Chance has no effect on the Reckless Defence Crit bonus (or penalty :P ).
Last edited by Vipermagi#0984 on Aug 10, 2016, 5:05:41 PM
"
Monsters do not have +7% Chance to Crit, instead, you have +7% Chance to Be Crit.

Just like Assassin's Mark, Increased/Reduced Crit Chance has no effect on the Reckless Defence Crit bonus (or penalty :P ).


So essentially, crit chance would work as:

[5% * (1-.25)] + 35% = 38.75%

And it would not impact the multiplier, correct? That is my main concern in testing out this build. I don't necessarily mind getting crit, so long as the multiplier is 100% (or 145% with max. map mods).
hai.
Crit Chance has a low-end cap at 5%. Forgot to mention that earlier, oops.

Reckless Defence has no effect on Crit Mult, correct. If your Enfeeble reduces Crit Mult by 30%, then monsters by default have 0% Extra Crit Damage.

Reduced Curse Effect, present on Act/Map bosses, does matter a lot though :P They come with 60% Reduced Curse Effect, additive with your own Increased Curse Effect.
Hexproof might also be surprisingly scary.
Last edited by Vipermagi#0984 on Aug 10, 2016, 5:17:20 PM
And then there's also I think two notables who each reduce the extra damage of enemy crits. Could this, together with enfeeble cause monsters to deal REDUCED damage when they crit?
I make dumb builds, therefore I am.
"
FCK42 wrote:
And then there's also I think two notables who each reduce the extra damage of enemy crits. Could this, together with enfeeble cause monsters to deal REDUCED damage when they crit?


Reducing the extra damage taken means if you take any 'extra' damage from a crit, that part will be reduced. If you aren't taking any extra damage from a crit, then there's nothing to reduce.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
Ah, so enfeeble takes effect before the passive does, good to know. And to be honest, I should've known that >_<
I make dumb builds, therefore I am.

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