Critical chance

This is a very common way to calculate crit in RPGs. It’s not exactly intuitive but it’s easy to understand once you get it. I’m not aware of any game that does it better

So for me, it is not clear, it is specified that the added values ​​are added, so far no problem. You have 5% base, you add 4% + 1% That makes 10%. Its ok.

But it is not explained anywhere that the (+ X% critical strike chance)
Add to each other before applying.

Their method took from what I understood it to be.

You have 20% on the gloves. 20% on the amulet and another 20% on the relic. Its 60% which is then added to your critical base.

This is not explained by anyone.

Except in a normal method of calculation, the% is added independently, and therefore are necessarily expodential. 20% of a lot is a lot 50% of 0 is bad.

The normal method would be as follows, let’s take a base of 10% adding these 3 times 20%

This gives:
10x20 / 100 = 2
10 + 2 = 12

Then 12x20 / 100 = 2.4
12 + 2.4 = 14.4

14.4x20 / 100 = 2.88

14.4 + 2.88 = 17.28

17.28 rounding gives 17%

This is a normal calculation method.

You’re defining the words the game uses in your own way and then saying that it doesn’t make sense, which is true - if you define the words the game uses in a way that is different than how the game uses them.

After the minimum on their part would be to clarify.

Because I’m sorry, you get an item with + 20% critical chance. You innocent ignoring their way of calculating. You do C you look at your current% which is admittedly 30%

You expect 30x20 / 100 = 6

So you expect after equipment to go to 36%
Except that neither nor.

I understand your confusion, but %increased crit works exactly the same way as %increased damage…

They both multiply your base amount, not your current amount

I agree with you but I’d say the information could be easier to find for a beginner.
Many people never found the ingame guide, even if it’s accessible and visible from the menu when you press Esc. Many never found that they could press G to activate this guide.
The information exists, but many people learned it by asking on the forum or on Discord. And I think you should never have to get to an online community resource to get essentiel information about a game.
Discord and the forum are very good tools to find help, but the very basics of the game should be in game, and easily accessible for the player. At the very beginning of the campaign we have information about how to activate skills and potions, at that same moment we could have information about how to activate the guide.

Like I said, we agree.
After if this method is balanced and they don’t agree with them, just let him explain it, and nobody be surprised. Because, as anyone says, looks at its current% and adds the extra%. And so logically does not understand the result. And so many also ignore the power of + X% on weapons, which are% gross in addition.

Completely agree, after a community resource is always better than nothing. Afterwards, it also lacks clarity on this fact.

100% agree it should be easier to access in-game, although there is more than one tutorial at some point in the campaign that mentions the guide.

Part of the issue is that these mechanics are somewhat inherently difficult to understand, but that is hardly unique to LE. As evidenced in this thread, you can explain what is happening clearly, and still not have it be understood.

In common parlance, more and increased are often used interchangeably, which makes it harder to understand how they have very specific meanings when it comes to RPG math.

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We agree, at least things are clear, again I’m not trying to spit on the game unnecessarily. I just like the theory craft. Therefore, I like things to be clear and to rely on formulas known not to do anything. And I was surprised not to understand and not to find information on this subject.

As the community document says is a good thing, it shouldn’t be the only way to understand it, but it is already good. On the other hand, take the time to fully explain this system of calculation that everyone can understand.

They have been explained by everyone, you’re just confusing “more” with “increased”. “more” modifiers work they way you describe, “increased” modifiers are all summed up then applied. This is a standard for the aRPG genre.

Yes as you said, an ARPG standard. Who are therefore allowed to change a standard academic method. What is not normal, and for those not initiating the genre, should be explained.

If you are 15 years old ARPG and it is logical and normal, understand that this is not the case for everyone, when the whole world calculates differently and both have the same name.

@Arussa @Hungry4Blood
https://imgur.com/zP19zSt

Edit: It is all explained in the in-game guide. With examples.

Yes it is written, that the% is added between them before calculating?

Nowhere, it’s just write that 5 + 2 + 3 = 10 which makes sense. But not that the% adds up before calculating

Also, I don’t see any% sign in this document, again it’s a long way from a clear explanation, as Heavy does at the beginning of the post.

Just putting his, would be clearer. Thank you heavy again for the explanation.
Its anyone can understand explain it like this. whatever his language or his method of calculation.

you could even calculate all increases individually, but they always use your base crit chance.

:warning: Your base crit chance does not change :warning:

Maybe this will be easier for you:

You have 5% Base Crit Chance.
20% crit chance on glvoes
20% crit chance on amulett
20% crit chance on your weapon

If you want to calcualted them seperately, you can do that and at the end add them together:

5 * 0,2 = 1 (1% additional crit chance)
5 * 0,2 = 1
5 * 0,2 = 1

If you then add all of those calculations together you end up with 3% additional crit chance.
So 8% crit chance will be the end result. (5% base crit chance + the 3 additional crit chance)

It is vital to understand, your base crit chance does not change.

All increases will always use your base crit chance as variable for their calculation

I can’t say I see the discrepancy between Added and Increased with in-game skill/passive nodes and gear.

https://imgur.com/rLC7Nfb

All Added sources appear to have “+X%” in their descriptions while all Increased sources either have “X% increased” or “increased X%” in their descriptions.

Then you get this important information from the Critical Strikes section of the game guide:

Which is then followed by the Increased, Added, and More section that states:

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True, it is all there, I think where people run into trouble is realizing this concept applies across the board.

I don’t think there’s a way to solve this for everyone, it just seems to be a concept that some people will only learn by asking questions over and over until it clicks.

If I use my experience with PoE as an example, you can explain it 17 different ways and 1/4 of the player pool will find an 18th way to ask why it doesn’t work the way they think it should.

EDIT: Now that I’m thinking about it, I remember it took me forever to figure out how to stack crit effectively in Everquest. I don’t remember if they used the same terms or exactly the same mechanics, but I remember my older brother trying to explain it to me and both of us just getting frustrated lol.

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Heavy just put my finger on the problem. The critical base should be increased and recalculated with each new addition, because again the 20% 10 or 20% of 30 is not the same.

And I find its disgusting and archy restricting that the addition to the base, can only be placed on the weapons, which limits enormously and for me makes lose a lot of choices.

Because as said with a base of 5% You can put T5 crit on all the possible room at best you gain 10%.

Because 20000% of 0 is 0. Clearly, the addition of% is strong only if the base is raised.

And since in certain cases it is impossible to increase this base certain person or set this make ass fuck.

I think the important thing to consider is that crit should not work with every build. Damage Over Time builds, for example, can’t even crit with the majority of their damage. Hit-based builds do generally benefit quite a lot from crit, but that’s by no means the only way to build them effectively.

It’s also good to remember that every ability and attack (unless stated otherwise) has 5% base crit, so you’re almost always gaining some damage with any %increased crit (except for DoTs of course).

I don’t think you ‘should’ use the word ‘should’ about how these mechanics work. :slightly_smiling_face:

As much as I understand your reasoning, these are well-established standards within the genre, and again, it would be much too easy to stack crit if %increased worked as a multiplicative stat. I guess you could nerf increased %s across the board to compensate, but the added layer of complexity of having added, increased, and more as separate stats creates a much more diverse set of viable builds, even if your (understandable) original intuitions may imply the opposite.

Quoting as an edit because I don’t want to keep bumping this topic. This is an intended weakness of that unique 2-handed which seems quite well balanced to me based on the other ways that it stacks damage. Crit does not inherently trump other sources of damage in all cases. If you do not like using a weapon that can’t effectively stack crit, you can choose a different weapon. There’s very few builds (if any) that can only use one viable weapon.

I think you might have a more reasonable argument if you focus on +crit % being available on more types of gear than weapons and catalysts, rather than changing how the math of crit works.

I’m honestly not sure if more sources of crit would be an improvement, but I think that’s a viable debate, instead of arguing to change core mechanics of the game that aren’t broken in any way, other than potentially being confusing to players that haven’t encountered them in other games.