Critical chance

That’s the rub though, they aren’t. You’re presenting your desire for how you want % increased crit chance to work as an unsubstantiated “this is how it works everywhere else” when it doesn’t.

I agree that the example for flat/increased/more in the game guide that I pasted above should be reworked to make it clearer with actual examples rather than just random numbers.

So no not exactly, I am not asking for this to be changed, just to explain it well.

After that I found its simply very unfair, because all the weapons are not housed in the same boat.

I take an example that I gave on another message.
The balance of arms is to be reviewed. I think implicit guns and criticism flat is way too strong,% ok, but not flat. If you want flat you have to make a choice and therefore sacrifice something for flat crit.

Except the daggers or some ax one has no choice to make most of the time.
They have basic crit, so they can take AS, flat damage, shred armor, apply frailty and you have the perfect weapon for a double melee dagger. You have no choice to make.

The other weapons are not available so they have to choose between AS, crit, flat damage. (I’m talking about a very simple build, basic critical physics.)

And we’re not talking about two-handed weapons, it’s even worse. Already that there is an imbalance between the weapons with 1 hands, one will not even compare the 1 hands with the 2 hands it is even worse.

So obviously this imbalance affects a lot the builds, and the possibility of playing critical or not. This is what I’m trying to demonstrate, not necessarily to change the system, I didn’t understand that that’s all, now we say ok he’s like her, well the problem comes from the weapons in this case. Because having raw base CC in implicit is just delirium, and in addition in general we speak of weapon with strong AS so really 100% free, no choice to be made.

And what I reproach which is more or less related is that the rogue can play all weapons in second hands even axes (very role play) while the other class cannot. therefore necessarily the rogue can choose everything that exists and therefore have an absolutely perfect weapon in any case which will give him everything without choosing. The other class do not, which is deeply unfair. Whatever happens, we will have to make choices and not have everything.

Afterwards, it’s not the rogue that I find too strong, it’s the others who don’t have enough choice.

have you ever tried to make block work on a rogue?

you can wear a shield, you can put some block chance on your rings, but that’s about it. rogue simply doesn’t have access to block the way a class like sentinel does. this is not “unfair” to rogue, it is a part of the class identity.

rogue is focused around critical strikes, dodge, dual wielding and attack speed. that’s why she has more access to crit chance, can wield nearly every weapon type in her off hand, and has an easier time reaching and maintaining dodge cap than other classes.

critical strikes are also available to every other class, but require a bit more investment since that is not their specialty. it is not hard to get flat added crit chance in LE for any class. as already discussed, it’s available as an implicit, as a crafted modifier, and within skill trees. compare this to poe, where one of the most desirable affixes for endgame chest pieces adds a maximum of +1.5% flat crit chance (up to 2% now, using a new extremely rare currency that was introduced in 3.13)

that is one of the ONLY sources of flat crit chance in that game, another being the increased critical strikes support gem, which practically no one uses for their main skill because it is typically a dps loss compared to other supports. another thing to note is that in poe, most crit builds never reach 100% crit chance, but rather aim for 50-60% crit chance and rely on a diamond flask to make crit strikes “lucky” (rolls twice and keeps the higher value).

in LE it is fully possible to reach 100% crit chance on most characters. there is even a variation of the sorcerer’s disintegrate skill that i’ve seen with over 600% crit chance (not increased!) because it uses an item that cases crit chance to act as a “more” multiplier for disintegrate’s damage.

this is not a case of you having a different opinion and everyone refusing to consider it. this is a case of you fundamentally misunderstanding something in the game. there’s nothing wrong with that, but instead of listening to others with more knowledge and experience than yourself, you stubbornly insist that no one will listen to you while simultaneously not listening to anyone else.

The Rogue can only use swords & daggers in her offhand. And you can get up to 42% block chance with 2.1k effectiveness on a shield, gloves & 2 ring suffixes.

ah, right, i was thinking of main hand that can wield anything.

as to your other point, i think it just bolsters the one i was trying to make. that is a pretty good amount of block, but it doesn’t compare to getting 100% block on sentinel.

need. more. popcorn

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Honestly, most of the confusion (I had it too, hence why I stopped trying to gear crit at all) has to do with the wording and how the dev decided to describe it in game. It would be easier to just have BASE crit chance should be a number, not a percentage on your character sheet, and just say: crit is a number between 0-100, which equates to having 0-100% crit chance. That way, they could change the wording of the items to something like Crit +3, and also have critical chance increase +30%. Would be easier to understand and do the math that way.

I’m not sure what that would change at all?

Why would that be easier?

Crit as a number is not specific or what to expect, Crit as a percentage is specific and you know what to expect, 5% crit tells you that one in every 20 hits will crit.

It’s easier because you separate the units to not confuse them.

You have x% and add x%. People usually add these things up. I, too, find it not very clear and made a similar suggestion a long time ago:

My Wishlist](Tweaks and QoL - My Wishlist):

Oh I see. You’re saying that 5% and +5% (increased) looker similar and you would think you’d have 10% crit. That makes sense I suppose. I’m just not sure I like the idea of removing the percentage from the base crit, because then I’m asking myself “what’s the formula” for a critical strike then, what does 5 crit mean?

I guess I might be used to the formulas now – but it might be helpful to have all formulas somewhere in the game guide/exposed somehow.

Yeah. Just the term “base crit” should be always in the tooltip. This may already be enough.

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