95% Crit Chance Build - treating critical hits as standard attacks

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Progammer wrote:
Nice to see someone recreated such a build I made in 0.9.8. In fact, it is much easier now to make that build because of more critical chance passive added.

Here's the one I made

http://www.pathofexile.com/forum/view-thread/27686


I miss 10% base crit wands and +lightning damage per power charge :/

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RabidRabbit wrote:
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Progammer wrote:
Nice to see someone recreated such a build I made in 0.9.8. In fact, it is much easier now to make that build because of more critical chance passive added.

Here's the one I made

http://www.pathofexile.com/forum/view-thread/27686


I miss 10% base crit wands and +lightning damage per power charge :/



10% base crit is too op, gotta see it coming :)
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
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Progammer wrote:
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RabidRabbit wrote:
"
Progammer wrote:
Nice to see someone recreated such a build I made in 0.9.8. In fact, it is much easier now to make that build because of more critical chance passive added.

Here's the one I made

http://www.pathofexile.com/forum/view-thread/27686


I miss 10% base crit wands and +lightning damage per power charge :/



10% base crit is too op, gotta see it coming :)


I don't think the change is because old wands were op. Wands can now have over 10% crit that mods multiply on (the 10% crit era was when local crit mods were merely additive), but that takes up a mod slot. This makes the ideal attack wand better than it could have been before, but an order of magnitude more difficult to obtain, since you'd need that high crit chance mod along with very good elemental or physical damage mods.
Well since after they added local attack speed and crit, they have to adjust some base number, and 10% is definitely out of whack (too high) to stay
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
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Progammer wrote:
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RabidRabbit wrote:
"
Progammer wrote:
Nice to see someone recreated such a build I made in 0.9.8. In fact, it is much easier now to make that build because of more critical chance passive added.

Here's the one I made

http://www.pathofexile.com/forum/view-thread/27686


I miss 10% base crit wands and +lightning damage per power charge :/



10% base crit is too op, gotta see it coming :)


It depends on crit multiplier. And I think the OP part is the CI part.

This built may still get storm by exploding summon built, trap built or range built.
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RabidRabbit wrote:
Actual chance to crit becomes (.8*.95*.8) = 61%.


Why are you multiplying by .8 twice?

I would have thought it would just be chance_to_hit * chance_to_crit for a single weapon attack.
Last edited by Daemonjax on Aug 12, 2012, 8:10:14 AM
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Daemonjax wrote:
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RabidRabbit wrote:
Actual chance to crit becomes (.8*.95*.8) = 61%.


Why are you multiplying by .8 twice?

I would have thought it would just be chance_to_hit * chance_to_crit for a single weapon attack.



He does so 'cause the recent change to buff evasion: now there is first a roll to decide if you evade an attack or not, then there is the crit roll and then there is a third roll using your chances to evade to determine if the crit strike will it or not. Crits you do probably work in the same way (not tested).

I apologize for my English.
Last edited by gjrud on Aug 12, 2012, 9:21:15 AM
you would increase your dps by a lot if you replaced the crit chance supports with crit damage supports and by a lot I meant A LOT. I run a crit build that is just under %30 crit chance and crit damage support is already better then crit chance support for me.
Last edited by Lionguild on Aug 12, 2012, 9:29:45 AM
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Lionguild wrote:
you would increase your dps by a lot if you replaced the crit chance supports with crit damage supports and by a lot I meant A LOT. I run a crit build that is just under %30 crit chance and crit damage support is already better then crit chance support for me.


Dps doesn't always translate into clearing speed. Right now I can click once on a mob and move on, knowing that I will almost certainly crit and kill it. Lowering crit chance means more backtracking to cover misses and higher crit multiplier just results in pointless overkill on most mobs.
I'm actually working on something like this, however using double daggers, using the innate increased crit chance on daggers that work on everything

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