Recommended Crit Chance/Crit Multi for a Crit Build?

I've primarily always built Elemental Overload characters because investing in crit while trying to balance life and resistances is extremely expensive. However, if I was to hypothetically PoB a crit build, what numbers should I be shooting for? Is 300% a sufficient crit multiplier to take on end-game bosses? Is a 50% crit chance good? Not sure of what the general "rule of thumb" is for crit.

i.e. "Rule of thumb" EHP for a melee build is 6k life; "Rule of thumb" resistances is 75%; etc. etc.
Last edited by UglyStru#3159 on Feb 5, 2019, 11:17:35 AM
Last bumped on Feb 6, 2019, 11:04:56 AM
It´s hard to tell in general but let say 10 times more crit multi than crit chance unless you play CoC build (30% crit chance + 300% crit multi).
Using diamond flask will also boost effective crit chance significantly.
There are also other things you can consider such as being able to freeze enemies (higher crit chance is better).

The best results you can see in PoB (what´s the best -- 15% spell damage or 25 crit chance etc).
Last edited by Rakiii#5559 on Feb 5, 2019, 11:52:54 AM
For a crit build you are basically going to want to get as much multi as possible from the tree and your gear within budget and reason(as in maybe you wont want to sac life or ES for multi on your jewel). There are very few multi nodes on the tree and on gear so the ceiling is fairly low. Most builds will be around 400 but there is extreme variation (abysus for example) and we need to know which build youre talking about.

For crit chance you should be at least 50% but ideally closer to 70 after lucky is factored in. A diamond flask, ICS, and some passives should easily let you reach this.

Your question is akin to asking 'how much dps do I need?' since cc/multi just becomes dps. The A: is as much as possible without being a glass cannon unless that is your goal.
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Last edited by Nephalim#2731 on Feb 5, 2019, 1:06:19 PM
At least 50% crit chance without diamond flask and at least 400% multiplier (can settle for 350% if you've got good damage elsewhere).
We're all in this leaky boat together, people.
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UglyStru wrote:
i.e. "Rule of thumb" EHP for a melee build is 6k life;


Hahah who the fuck told you that was enough? in 2019? Maybe for a perma fortify champion?
Last edited by codetaku#0468 on Feb 6, 2019, 9:33:59 AM
In HC I have died with many perma fortify champions having 6K+ HP. They also had 15K evasion and armour. Still don't understand how it's possible to play close range. :-)

To me it seems that DPS in this game should be favored for single target close range like millions and high area long range casters should be left with much much less. However it's absolute opposite.

Because you will just do that mistake if you are close to them. No matter that you have 50% more EHP.
MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
Last edited by Filousov#5457 on Feb 6, 2019, 10:00:28 AM
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codetaku wrote:
"
UglyStru wrote:
i.e. "Rule of thumb" EHP for a melee build is 6k life;


Hahah who the fuck told you that was enough? in 2019? Maybe for a perma fortify champion?


I don't play logout macro simulator. With decent leech/regen, 6k is good enough to map with up until guardians/shaper. Even then is questionable because people have beaten Shaper with 1HP.

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