Lucky chart

With crits getting lucky in 0.11.1 many will probably seek a chart like this:

[Standard league - UTC +2]
What's the green line? And label your axes better.
IGN - PlutoChthon, Talvathir
So basically, having 50% base crit chance gives you the highest percentage increase to crit chance when using a Diamond Flask, up from 50% to 75%, whereas having either higher or lower crit will give less of an increase.

It might be more interesting to plot the relative chance increase; going from 10% to ~20% is a relatively higher improvement than going from 50% to 75%.
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Autocthon wrote:
What's the green line? And label your axes better.


You can't work that out?
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It might be more interesting to plot the relative chance increase; going from 10% to ~20% is a relatively higher improvement than going from 50% to 75%.


It's in this thread:
http://www.pathofexile.com/forum/view-thread/426560/page/1#p3761790

Basicly your crit chance increases by your "chance not to crit"
IGN: Maelifica
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oBLACKIECHANo wrote:
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Autocthon wrote:
What's the green line? And label your axes better.


You can't work that out?
Didn't occur to me that it would be realtive increase in chance to crit until someone brought that up.
IGN - PlutoChthon, Talvathir
if 'lucky' gives the same result as increasing your crit chance by that amount (as shown in graph), why not just make that adjustment to crit chance instead of making double rolls on everything and increasing processing requirements
Well if the effect doesn't lasts at least for 4s @ 0% quality, I think a lot of build won't use it, maybe CI will but that's about it.

80 charges / 80 charges consumed for TWO seconds of crit increase, even with Surgeon, sounds like ... meh to me :/

I really wonder what the definitive stats will be.
I doubt it'll be 80/80 charges.

I'd say this change reduces diamond flasks to the niche they were intended for: temporary burst DPS onto a single target, so you can get rid of dangerous rare mobs quickly. Bit of a shame it had to become such a variable benefit, but people stacking only crit multiplier and 5 diamond flasks was just stupid.
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wooli wrote:
if 'lucky' gives the same result as increasing your crit chance by that amount (as shown in graph), why not just make that adjustment to crit chance instead of making double rolls on everything and increasing processing requirements
Because its not "double rolls on everything" It's "double roll on attack/cast" and gives a variable effective crit bonus.
IGN - PlutoChthon, Talvathir

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