global critical strike chance

This is very confusing. I always thought global critical strike chance applied to the weapon or spell base critical chance before the other critical strike chance was calculated in...I guess that's just how I've always interpreted it.

For example. a spell with a 5% chance to crit and an 80% increased global critical strike chance would have a BASE crit chance of 9%. Then if you had 100% crit chance from gear/passives, it would go up to 18%.

At least, that's how I thought it worked (and I've been playing this game for years) until I started playing with the numbers and noticing my crit chance was always much lower than it should be.

My point is, the wording on these are very confusing. Perhaps you could use a similar theme as the rest of the passives/abilities and just go with "Increased critical strike chance for spells", "increased critical strike chance for attacks", and "increased critical strike chance"? And then on weapons, you could use "increased local critical strike chance" to increase the weapon's base critical strike chance.

It just seems unorganized and sloppy (aside from confusing) they way it currently works.
I made the same confusion some months ago, see signature for details.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
it works the same as everything else in game:

all applicable "increased" modifiers stack into one multiplier. Except the modifiers on a weapon that increase the base locally

only the fact that you dont understand something does not make it sloppy or unorganized
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Dec 7, 2014, 9:41:22 AM
It's just easily misunderstood. I feel like the game designers could do a better job easing the confusion, especially for new players. The solution they're currently using with the 'global' and 'with spells' seems sloppy to me.
the game has complex mechanics. wording of modifiers is very precise and makes perfect sense as soon as you understand how it works. there is lot of material for players who want to get familiar with mechanics

its not possible to make it completely understandable for begginers without going with some kind of "everything works with everything" brainless D3 approach



IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Dec 7, 2014, 10:04:09 AM
Yeah, maybe you're right. The fact that it took me three characters to level 60 to figure it out is frustrating though, which is my own fault. I'm just trying to justify my misinterpretation by pointing the finger at GGG. Still, that being said, it seems like it could be better.
Last edited by tuggernut#7386 on Dec 7, 2014, 10:06:49 AM
it could, maybe..

it is no shame to fail at understanding certain mchanics aspects. They are indeed very complex, to allow wide build options and diversity. It can be frustrating, sure, especially for players used to modern games, where everything is usually simple and straightforward.

This game wants players to do the research (after failing with the first "testing" character:)) and award those with game knowledge. Players who are not keen on learning should follow some build guides (imo) where everything is often explained in detail.
IGN: Eric_Lindros
CET: Timezone
Just to clarify, I have no problems with the game mechanics. It's the way that it's presented I have a problem with. I agree that complex mechanics are a very fun aspect of the game, in many ways. But the way this particular mechanic was handled/presented still feels sloppy....sorry

It's a bit ironic that you're confused about my point haha
Last edited by tuggernut#7386 on Dec 7, 2014, 11:28:50 AM
If you want to know confusion go play other games that have true diminishing returns or break points on skills with no mention of it in the skill description. Don't point the finger at GGG for adding a little clarification here and there for people that understand POEs basic mechanics.
I feel like I'm being misunderstood. I'm happy they attempted to clarify, I'm just saying they could have done it better. The outcome of their solution to this problem (i.e. adding "global") is potentially confusing. I think it could be better/more clear. When I go to make a melee character, and some of my gear/passives/gems say "critical strike chance" and some of it say "global critical strike chance" but they do the exact same thing for me...how is this not confusing?

Furthermore, I don't find it very helpful to say that, "other games aren't specific about their mechanics, so that excuses this game for doing it sloppily." This doesn't solve anything
Last edited by tuggernut#7386 on Dec 7, 2014, 12:58:17 PM

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