Critical Weakness

Interesting. I didn't know it stacked additively like that, I always thought it was a separate roll.
Was hoping the added crit chance would be rolled separately for each enemy hit (just like chance to ignite and shock does). This does make my attempt to make a marylene's fallacy build a lot harder :(
Last edited by Grildrak#3477 on Feb 24, 2014, 5:47:50 AM
For Crit Weakness, how does the damage multiply in?

For ex, every char has a base CritMultiplier of 150%. So if I get 100% crit multiplier from gear/tree combined, my Crit Dmg is 150*2 = 300% of normal damage (if i deal 100 normaly, i will crit for 300)

Assuming that my math on the first part is correct, where does crit weakness multiplier come in all of this? is it simply 150*2*CW (probably not, or its very powerful). or is it 150*(2+CW), or (150+CW)*2

2 being from my gear, 150 being our base crit multiplier%
Last edited by sephonly#4230 on Feb 26, 2014, 4:25:59 PM
Calculation of the additional crit multiplier provided by CW is: (150%*2-100%)*CW
Assuming lv20 CW your total multiplier is: 150%*2 + (150%*2-100%)*0.48 = 396%
Pupicitas: lv. 100 Shadow
[2.1] Guide for Life based Crit Dagger Reave Shadow: /994474
EU Officer of Umbra Exiles: /732431
Let's say I have 95% base crit chance and I attack a cursed mob - will I have 100% crit chance on that mob or it's still capped at 95%?
IGN: Drusek
i shouldn't be answering, but it should still be 95%. while curse weakness is a flat additive boost to chance, it most likely still won't push passed the 95%. although sounds like i'm a hypocrite or something lol
Assassin's Mark now replaces Critical Weakness. Please post any feedback about this skill here:
https://www.pathofexile.com/forum/view-thread/999148
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