Crit Strike Chance VS Critical Multiplier VS Global Crit Chance

Can anyone tell me if there is a difference between these? And if yes, how do they work?
Also, is it worth getting these passives? Or is it better to spend the points on something else?
Thanks in advance.
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jpichie wrote:
Can anyone tell me if there is a difference between these? And if yes, how do they work?
Also, is it worth getting these passives? Or is it better to spend the points on something else?
Thanks in advance.


Global means just that it affects all critical strike chances.
Critical Multiplier is your damage multiplier that affects the damage you do when you crit

Critical chance on weapons just affect the weapons chance to critical hit,

as far as I know the critical chance nodes in the passive tree act globally.

as for if its better to get them it almost entirely depends on the build you are doing.

On my bow ranger I've picked up a ton of crit chance nodes and crit multipliers.... but then again I'm kinda a glass cannon, things should be dead before they get to me (I'm quite squishy)


Last edited by StrmDragon#1576 on Oct 7, 2012, 11:11:50 PM
I'll be mentioning some passives that increase critical, you can search for them with the search function at the bottom of the passive skill tree if you need them for reference.

40% increased critical strike chance on "Bloodthirst" means that it will effect the critical chance of anything you're using. Spells, any weapon and so on.

25% increased critical strike chance with daggers on "From the Shadows" will only effect daggers. Holding a dagger won't cause From the Shadows to effect your spell critical chance, it specifically applies only to daggers. This also applies to every other critical passive that mentions a specific weapon.

60% increased critical chance for spells from "Doom Cast" will only effect spells. Any damage spell as far as I know.

Critical multiplier is how much damage your critical will do. If you have for example 300% critical multiplier, chances are pretty high you're going to one shot most things you encounter.

Global critical is relatively new, or at least new wording. You'll only find it on items and not in the passive tree. Global critical means it works like Bloodthirst described above and effects anything you use.

Local critical means it will only effect the item it's on.

My experience and opinion on criticals:
The last critical build I made was a dual wand shadow several patches ago. He had absolutely no trouble clearing areas 8 levels above him in ruthless but I was getting reduced exp from being too far ahead I believe.

It was the most boring build I've ever played. Critical multiplier turns enemies in to a complete joke and I frankly never plan to go critical again until multiplier is changed.
Say you have a 5% base crit white maul
you get a +15% chance to crit passive in passive tree

You now have 5*1.15% crit chance with the weapon and skills that use that weapon

Say you get another 15% passive

It's now 5*1.3

Say you turn the item blue and it gets the mod "+10% crit chance"

Since it's a local crit modifier and not a global one, it changes 5 to 5.5%

Thus, if you have 30% to crit from passives, it's now 5.5*1.3

The chance to crit is random but the chance is rolled on every attack made.

Base crit mult is 150%, or a critical does *1.5 your normal damage

If you get +10% increased crit damage, it's now 150% + 15%, because 10% of 150 is 15. If you get 2 10% crit mult passives, it's now 150 + 30 = 180% critical multiplier.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite#0701 on Oct 7, 2012, 11:15:13 PM
bump
This is an old post, but would like an answer as well.

Which is better? Multiplier or Strike Chance referring to the Gems now.
To Die Is Not An Option, To Fight Until DIESync Is The Only Answer. ☺☻☺

Happy Hunting Exiles.
"
GrumpyBear5043 wrote:
This is an old post, but would like an answer as well.

Which is better? Multiplier or Strike Chance referring to the Gems now.


depends.

if you are going for a Cast On Crit utilizing build - Chance is the way to go. not only on gems but gear and passives too.

if you are relying on hitting hard with your crits - that's where Multiplier comes in.
since those builds actually have the attack itself hit hard - rather than trigger other attacks that hit hard - I recommend combining it with a Power Charge On Crit gem or this chest here:


works wonders with things like Arc, for example.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
"
johnKeys wrote:
"
GrumpyBear5043 wrote:
This is an old post, but would like an answer as well.

Which is better? Multiplier or Strike Chance referring to the Gems now.


depends.

if you are going for a Cast On Crit utilizing build - Chance is the way to go. not only on gems but gear and passives too.

if you are relying on hitting hard with your crits - that's where Multiplier comes in.
since those builds actually have the attack itself hit hard - rather than trigger other attacks that hit hard - I recommend combining it with a Power Charge On Crit gem or this chest here:


works wonders with things like Arc, for example.


Thanks, that has made it a lot clearer for me, Multiplier if you hit hard and Crit chance for CoC.

What would you use for a Cast on Stun or CwDT build that uses "discharge" though?
To Die Is Not An Option, To Fight Until DIESync Is The Only Answer. ☺☻☺

Happy Hunting Exiles.
Cast When Damage taken used to be the obvious answer before the "great nerf of 2014" :)

right now, I think it's your call for the most part.

if you get stunned a lot (for example CI without Unwavering Stance or anti-stun gear) - use Cast On Stun.
if you have a ton of life and can survive the damage required to trigger a leveled CwDT - use that.

you can also level these kind of gems "selectively" like Neon demonstrated in one of the Builds Of The Week: keeping CwDT and attached gems at low level, for more triggering.
Alva: I'm sweating like a hog in heat
Shadow: That was fun

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