Spells crit chance is too high.
" I dont use pob, i play on xbox. It was a heavy crit investment from down there up to monk tree and the closest cluster in sorceress tree. It was tactician so i had resonance to proc charge regulation for 27% more chance (pin = power charge), pinpoint critical for 60% more and inevitable critical. Had 125% increased chance from gears + anoint then the tree gave me over 300% increased chance. Crossbow was 9.22% base crit and it became 10.22 with +1% from the tree. You can do the math or trust me 2 skills were capped 100% with power charges up. I was using maligaro for the downside of pinpoint critical and 1 notable and also because i had no need to invest into crit damage with those gloves. Last edited by IILU81II#8410 on Feb 11, 2026, 10:08:47 PM
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" No, I don't believe you at all. At 10% base crit u need 10x or 1000% crit chance, with basically 20% base crit after calculating mores (10x1.27x1.6), u need another 400% increased, chance, which by no mean, easy. That's at least half your tree routing to crit, because most cluster don't even give 50% increased crit chance. You need at least 8 crit cluster to MAYBE getting a 400%. Remember, this is not POE1. Power charge does not give crit chance, except from regulation. Last edited by Exilion99#5481 on Feb 11, 2026, 11:13:49 PM
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" there are 3 clusters that go over 50%, 1 is 80% 1 is 65% and 1 is 55%. how is More crit calculated? increased chance works on weapon base and more crit chance on the overall chance (after all increased and reductions) then added. thats why ambush was used when you reached 50+% crit chance, because 100% more crit chance double it vs full life enemies. now on that merc i only need to reach ~60% crit chance then pinpoint crit+ regulation (87% more) capped it because 60% + ~50% is well over 100%. Correct? And yes i said it was a heavy investment into crit nodes probably even more than half of my tree. Last edited by IILU81II#8410 on Feb 12, 2026, 4:49:55 AM
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+1
nerf the whole game - too easy and too fast. |
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" thats because they nerfed mobs and bosses to the ground and not because of cast on critical nor spell crit chance... |
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" This is correct, going for crit is a huge investment, more so than spells because spells is alot more flexible and synergistic. We don't have "attack on crit" Meta gems. Those various spells they autobomb don't even need 100% crit chance go fully uitilize CoC. Spells with higher base crit requires less investment compared to attack to achieve comfortable crit rate. 13% with 300% increase is already 52%, and 100% of that alone came from a weapon. |
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" We have Heralds. 13% base with 300% increased is 39% crit chance, you still add 100% of the base crit chance (13% * 3 = 39) so you can see it's easier than martial weapons but not very easy to cap it. (you're right here, me wrong) Easier on bloodmage wiuth 15% base for every spell, thats true but stil require lot of clusters. How about a buff from 5% base crit to 7% (for xbows) instead of nerfing spells? Last edited by IILU81II#8410 on Feb 12, 2026, 7:55:57 AM
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" 17% QS (12+5) with 200% increase is also 51% |
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" That's right, Still lower than Comet. This in ONLY for 1 single weapon in game, a Sinister QuarterStaves (12%). Remember, skills are weapon locked now. The rest of weapons that are not QS wonder around 5~7 so a max of 5~12% Spells have freedom of ANY weapon and staves simple double crit chance with suffix alone. That means a 13% gets another free 13%. Freaking 26%, 1/4 just like that. This problem is mostly because of the lack of crit chance available in POE2, which means, higher base requires less investment to reach comfortable crit chance. If we still have like power charge give 50% chance per charge and diamond flasks, then attacks now have a fair chance to compete. This is essentially why Garukhan Support become absolute mandatory for attack builds to crit. Last edited by Exilion99#5481 on Feb 12, 2026, 8:11:03 AM
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" It's not mandatory come on but that support gem sure tells you that you dont absolutely need 100% crit chance. |
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