critical strike/spell critical strike

Hi there !

First of all congrats for this excellent game !

I noticed that there are four types of attributes regarding critical strikes in the passive skill tree:
- critical strike chance
- critical strike damage multiplier
- spell critical chance
- spell critical strike damage multiplier

Until recently, I assumed that since there is such a differenciation, spell critical applies to spells and criritcal applies to char who use their weapons to deal damages.
However, when I put an "Increased Critical Strikes" support gem for spells (ice nova and ice spear precisely) I noticed that it was indeed working (i.e. my chance of doing a critical strike with my spell was enhanced, according to my character window - by the way, there is a minor bug about that: when the support gem is put into the stuff, in the character window the "critial chance" is replaced by "critical damage multiplier" cf screen. However, this bug gets fixed when we look to another skill and then go back to the previous one). Since I was quite surprised about that, I also tried to put a point in a passive "critical strike damage multiplier" and this as well worked for my spells.



Is that a bug ? Or did I miss something regarding the difference between spell critical strikes and "normal" critical strikes ? Is there no difference at all ?

Thx
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Increased Critical Strike Chance
Applies to both attacks and spells.

Increased Critical Strike Chance for Spells
Applies to spells only and stacks with the former.


Increased Critical Strike Damage Multiplier
Applies to both attacks and spells.

Increased Critical Strike Damage Multiplier for Spells
Applies to spells only and stacks with the former.
Last edited by BlastMonkey#5208 on Mar 28, 2012, 4:58:32 AM
This is intentional.

If it just says "critical strikes" it applies to all critical strikes. If it didn't apply to spells it would say something like "weapon critical strikes"

And I know about the bug on the character panel, but haven't worked it out yet.
Isnt it too much OP?
Maybe spell for spell and other for normal attacks?
"
Hukta wrote:
Isnt it too much OP?
Maybe spell for spell and other for normal attacks?


Spell intentionally have very low base crit chance, and the base cannot be boosted by any other means (weapons can have a local crit chance modifier). Spell also have the added effect of always hit, while attack have to take account of accuracy. (Resolute technique remove the crit element) Power Charges is also a heavy part of the int skill tree.


Those are probably the reasons for the abundant (and high value) of spell crit mods on top of existing general crit.
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
ok, thx for you answers !

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