Quick Question - shred chance above 100% and bleed chance above 100% creates additional stacks of shred/bleed.
Are there any other ailments or other % based modifiers that benefit from going above 100%? Can you list some of them? But most importantly, does having crit chance above 100% do anything or is it just wasted? For ex. can we crit twice/thrice/etc from a single ‘hit’?
OH my how kind of you to mention the Crit Avoidance, i had question on that also, and since i don’t understand your statement regarding avoidance being ‘multiplier of a crit chance’, ill ask it using other words…
Is 100% Crit Avoidance on my toon enough to elliminate ALL crit chance from mobs in the monolith? So that when i have 100% crit avoidance on my toon i can safely stack infinite crit chance/crit damage modifiers on mobs, knowing that the crit chance number doesnt matter. Or does the game take crit chance mob modifier and subtracts my crit avoidance and uses that percentage as the resultant crit chance modifier for the mob?
Critical Strike Avoidance does “downgrade” a recieved critical hit, to a “normal hit”.
That is important for some very few cases, where a certain trigger is “being critical hit”.
There is also another affix that gives “Reduced Damage Taken from Critical Strikes”, which does not “downgrade” the recieved critical hits to normal hits, but instead reduced the incoming damage from crits.
Not sure if that is helpful, but well, here you have it^^
Thanks, that’s helpful, is the trigger you mentioned exposed somewhere for player - eg via a skill tree or an affix (wasn’t able to find an affix), or just some how internally handled by unity (1-shots prevention or something)?
The reduction to normal hits from CritAvoidance was also nicely explained in the player tab when i hovered over the ‘Critical Avoidance’ stat, which as a mechanic is really neat, im currently playing a heal-on-block ForgeGuard, a toon that benefits from getting hit )
That affix is also a multiplier & you’d need a max roll t7 (-50%) to take no extra damage (since that would reduce the damage taken from the crit by 50%, reducing it to the value of a normal hit).
There was an old spellblade node (which go removed with the overhauled spellblade tree) and there are unqiue boots currently “triggering” on being critical hit.
Not sure on top of my head if there are more triggers like that in some skill spec trees, might be the case, not sure though.