Critical Chance question

ok look at this dagger . the implicit mod is a bounous hence affecting the item's crit chance off the base

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However in some cases like when rolling crit chance as the prefix or suffix mod ( can't remember witch ATM ) it will affect the wepons base crit like in the case of this wand

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Hear the base crit chance of the item is affected since the crit mod is rolled on the rollable mods
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so how high _base_ crit can be ? before passive bonuses etc?
If im right then base crit is only on weapon meaning any mod on gear is also multiplicative...
base*(skill_bonus + passive_bonus + gear_bonus) right? so only weapon and its mods is factor for base ?

so i guess base would be max of 10% and then passive that gives you 15% increased cit chance would translate to 1.5% more flat crit ... very inefficient.

Last edited by Stt3r0#1428 on Jan 20, 2013, 12:45:36 PM
not inefficient at all.

That dagger i linked with the 6.8 % crit chance i use on my shadow. He has total of 44% crit chance in game and it's plenty. If i was to get another roll on it bumping it up to what the wand has i would "probley" be around 60 % .. witch is nuts that means u are criting more offten than not.

TBH i think my shadow crits to much i 1 shot anything when i crit, including high HP rare mobs, remember the crit chance is 1 thing however the crit multiplyer is another so a high crit chance with decent crit multiplyer is effective as hell on a crit based character . In fact i cap my self att 500 % crit multiplyer so reflect is not a problem. if i wanted to i could push that to around 1000 % not to hard at all then i would be 1 shoting bosses when criting however reflect would be a massive problem so i keep crit multiplyer low ish and crit chance high so the damage i send out is controlable so i can deal with deal reflect on maps no problem.

20 % phsical reflect and 20 % elemntal reflect maps are not a problem for my crit character.
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I understand that the bonuses in PoE are mostly multiplicative, but how exactly does it work?

Say you have 5% crit base. Will every bonus multiply the already existing percentage, or will all the bonuses be added and then multiply the base.

Case 1: Multiplicative

5%*1.05*1.1 = 5.775

Case 2: Additive

5%*(1+0.05+0.1) = 5.75

Case 1 will yield much higher numbers since it scales exponentially.
I was curious about this myself, so I did some asking around.

Consensus is that the bonuses apply to the base weapon critical chance, not the 'increased' figure.

Of course, even consensus can be wrong, so take that as you will.
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