Question on Global Critical Strike Chance
Hello.
I was wondering about Global Critical Strike Chance and items / nodes. If I wore an item with 100% Global Critical Strike Chance, would that mean that taking nodes providing more Critical Strike Chance were pointless? And am I correct in assuming that Global Critical Strike Chance influences the chance of doing critical damage for ALL kinds of attacks and that "normal" Critical Strike Chance only works for attacks and Critical Strike Chance for Spells works only for spells? |
![]() |
You can have +200% if you get that high... it's % of the base chance. So +100% of a base of 5%, is 10%, while +200% of a base of 5% is 15%.
You'll find normal "+ crit chance" on weapons. That means that the weapon has to be used to get the bonus. "+ global crit chance" applies to all actions. Last edited by Shagsbeard#3964 on Nov 29, 2013, 6:16:21 PM
|
![]() |
Global Crit strike works for everything. Critical strike chance is local, meaning it only applies to the weapon. Critical strike for spells works only for spells.
Last edited by Kony_Danza#6302 on Nov 29, 2013, 6:30:00 PM
|
![]() |
I see, thank you. So it would be worthwhile, at least theoretically, to take all the crit chance nodes and also get crit chance from gear to boost the damage?
|
![]() |
" Well, not all crit strike nodes, some nodes aren't worth getting as they're too low, or it takes too many nodes to get to the notable one. For example, the cluster right above the shadow is definitely not worth getting, as they're only 15% nodes. But in terms of gear, yes, get all the crit strike gear you can. Last edited by Kony_Danza#6302 on Nov 29, 2013, 6:24:08 PM
|
![]() |
The key thing to keep in mind here is that crit chance isn't flat, it scales off whatever weapon or spell you're using.
For example, freezing pulse has a base crit chance of 6%, so 100% global and/or spell crit will net you a total of 12% chance to crit. It gets a little bit more complicated with weapons. Let's take a siege axe (5% base crit). A local crit chance mod on a siege axe of say, for example 30%, will raise your BASE crit chance to 6.5% (.05 x 1.3 = .065). Your global crit chance will then scale off of that number. So basically, you have four forms of crit chance: Base crit on a weapon or spell Local weapon crit (raises the base crit on melee/bow/wand attacks, and is therefore MULTIPLICITIVE with global crit) Global crit (works with both attacks and spells, multiplier of your base) Spell crit (ADDITIVE with global crit chance, only works with spells obviously) Hope that helps. IGN: Smegmazoid Long live the new Flesh Last edited by JahIthBer89#0880 on Nov 29, 2013, 6:31:51 PM
|
![]() |
That helps indeed, thank you for your reply.
|
![]() |
" If you plan on doing a crit based build, it would be better to focus on Power Charges and Crit Multiplier over Crit Chance 7 Power Charges gives 350% crit chance merp merp Last edited by Navac#7643 on Nov 29, 2013, 6:40:13 PM
|
![]() |
" That depends entirely on the build really. For something like Power Siphon this is totally true because you're guaranteed to generate power charges without any gem investment. But that gem slot is very valuable for most builds. IGN: Smegmazoid
Long live the new Flesh |
![]() |
I was interested, when spells are cast that depend form your autoattack like poison arrow hit, are they also influenced by critical strike chance for bows from all resources? If can crit, is the dmg of the spell influenced by the increased physical of that hit or does it deal standard dmg only reliant on the base dmg you have from bows and bonuses to dmg only ( not crit)?
|
![]() |