Critical Weakness

My first decent drop in OB!



I haven't played many INT characters.. is this gem a quest reward or only found via drop?

" ... to let them know the game isn’t going to be very fair from here on out."
- Qarl
"
Panda413 wrote:
My first decent drop in OB!



I haven't played many INT characters.. is this gem a quest reward or only found via drop?



You get it in your first curse pack(this and conductivity/flammability/frostbite) reward as a Witch, which is Chamber of Sins quest I believe. Don't know about other classes but not drop only.
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You get it in your first curse pack(this and conductivity/flammability/frostbite) reward as a Witch, which is Chamber of Sins quest I believe. Don't know about other classes but not drop only.[/quote]

So we get them with 15% quality eh ^^
Are there any plans to buff this curse in Open Beta?

I read the entire thread, and was really dissapointed to find out that the +critical chance is applied to the final player crit chance, rather than being added to the base crit chance and then modified by passives.
IGN: Neonesis / Violetlight / Sirencurse /... I have too many alts...
I like to hang out in Global sometimes.
just had a brain fart.
because it says "more extra damage" from crit strike damage boost for a crit, is ti everything after 100% after passives or is it just working on the 0.5 part of the base after passives?

like for lv 11 crit weakness curse, it is 60% more on the extra. so with +100% crit damage passives, either:
1.5 *2 =3 then temporarily remove 1 so 2 *1.6 =3.2 finally put the 1 back in so 4.2 damage multiplier total for a crit.

0.5 *2 *1.6 =1.6 +(1.5 *2) =4.6
or (0.5 *2 *1.6) +(1.0 *2) =3.6 follows rules of gear + shield method of boosts.

funny how the longer and harder to explain guess is a value between the easier to math out guesses.
soul4hdwn, I'm not sure if this is the same with what you asked because maths is not my strong point but I'm going to ask anyway.

According to the wiki: "The listed extra critical strike damage is multiplicative with the portion of your critical damage multiplier that is over 100%. For example, if your critical strike multiplier is 150% and a monster is inflicted with level 1 Critical Weakness, any successful critical strike will do 175% of normal damage."

On my character screen my Ice Spear critical strike multiplier is at 700%. Will a level 1 Critical Weakness take that to 1000% (600+600*0.5+100) ? Or are there any other behind the scenes maths that I'm not aware of?

thats precisely why i'm asking. except you confused damage with chance/rate.

ice spear has +600% crit rate increase (making it 7 times the base value) for the second part of ice spear. that should be 7 * 7 = 49, this this curse at lv 1 adds a flat 5 more to that, so 54% crit chance for the second phase of ice spear. or 7 +5 for the first part of ice spear.

the damage part is what i'm confused about because it is worded a specific way but i can't guess which format. critical damage is what the second part of critical weakness will boost.
Hey,
I read through the thread & couldn't find an answer to this but as far as I can tell the chance to crit the curse gives enemies is a debuff, right? So an AOE has the chance to crit an individual enemy rather than on cast like usual?

If this is the case, which would be intuitive, I think it's a mechanic of the crit curse that should explored further when considering buffing or nerfing it.
The way Crits work, roughly:

We'll be using a Spell with 30% Chance to Crit.

The Spell is cast, and Crit is rolled; a value between and including 1 and 100.
1-30 will be Crits, 31-100 will not be, under normal circumstances.

Critical Weakness still uses that same roll, but for any Cursed monster, 31-35 will also result in a Crit. 36-100 are still non-Crit.

We roll 32 on the Spell cast. Any non-Cursed monster receives a normal hit. Cursed monsters are Critted into oblivion.

Ergo, it works exactly as stated; an additional +5% Chance to Crit. :) Nothing much to explore there.
Last edited by Vipermagi on Feb 16, 2013, 5:28:30 AM
Oh well that reduces a few possibilities in my build then, I still say giving it a per monster roll would be something to look at for making the curse more interesting compared to other curses.
Still going to use it regardless since I'm pretty much all crits all the time.

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