The current implementation treats “Critical Strikes” as a binary flag that disables all leech from the entire hit, rather than only blocking leech from the bonus critical damage.
Breakdown:
Base damage: 100
Critical multiplier: 300% (which adds 200% bonus damage on top of the base)
Total crit damage: 300 (100 base + 200 critical bonus)
Leech rate: 10%
Current
Impact at Different Crit Chances:
With Helm:
0% crit chance: I get 10 health 100% of time
50% crit chance: I get 10 health 50% of time
100% crit chance: Leech is completely disabled (0 health recovered)
Without Helm:
0% crit chance: I get 10 health 100% of time
50% crit chance: I get 10 health 50% of time and 30 health 50% of time
100% crit chance: I get 30 health 100% of time
Expected
Impact at Different Crit Chances:
With Helm:
0% crit chance: I get 10 health 100% of time
50% crit chance: I get 10 health 100% of time
100% crit chance: I get 10 health 100% of time
Without Helm:
0% crit chance: I get 10 health 100% of time
50% crit chance: I get 10 health 50% of time and 30 health 50% of time
Looking at Boulderfists, it states “You cannot leech health” that means each hit leach is 0. That portion of statment is clear. No matter what hit it is…unless its a miss you do no damage but you also can’t leach for something you didn’t do. This is obvious.
Problem is inconsistency in mechanism. Helmet will ALLOW you to leach for normal hits…but when comes to critical hits you gain 0. As shown in example it without helmet if do 100 + 200 i get 30hp with helmet i leach should get no portion of critical part of damage.
While Gloves just does exactly how it sounds. Where helmet blocks both parts of lech including normal. While gloves is universal. In this case Mechanism is wrong.
The whole point of the helm is to provide ungodly amounts of crit on an item slot you couldn’t even get otherwise with the downside of not being able to leech on crits.
You can use Peak of the Mountain with ward builds or with x health on melee hit builds.
It’s not inconsistent, it behaves exactly as one would expect.
You do a critical, you cannot leech because you do one.
That’s the downside for the extreme upside it provides, and it’s not even a downside which is causing any issues as more then enough workarounds exist.
It should just block multipiler bonus damage part.
At high critical it turns into literallyBoulderfists
From “You cannot Leech Health from Critical Strikes” → “You cannot leach health”
And it does when you have 100% crit chance, which is something that’s surprisingly hard to achieve. So the severty of the downside is not quite as hefty as Boulderfists.
Gratz! That’s a really… really rare find!
And yeah, search for the perfect base exalted
It’s a level 12 unique. It provides the single highest source of increased critical strike, way more than you could get even later in the game.
So it has a huge upside, it also has a huge downside. Which, if you play around it, isn’t even a downside.
If you have a leech build, you don’t use it. Much like if you have a spell build, you don’t use Bleeding Heart. Because those items (and others) have both a big upside (especially for their level) and a downside as well.
I mean, not really? 4LP is 1 in 271. Which means it’s even less than that for CoF.
Especially with the dungeon packs node in weaver tree, it’s bound to drop every now and then.
If we take that every run is at T4 then the drop-rate is 50% of the helmet.
CoF causes double LP find chance, hence makes any LP chance halved simply.
This means we’re exactly back were we started… at 1 in 271 runs
Running that darn dungeon 271 times is a long-term endeavour I would argue ^^
Yes, that’s the intention here. “You can easily get 100% crit chance with this item BUT you cannot leech.”
You simply don’t use this with a leech build. There are plenty of base crit items you can use to get 100% crit chance if you want to make a leech build.
That maths don’t math. The chance for a 0LP version is 36%, 39.68% for 1LP, 19.7% for 2LP, 2.25% for 3LP & 0.37% for 4LP. If the chance for LP is doubled (chance for 0LP is halved from 36% to 18%), assuming the ratio if the various LP remains the same, this means that the chance for 4LP is increased (to approximately 0.58% I think?).
If I got it right then the system only decides if something has LP or not and then rolls inside a secondary table for the LP value.
If that’s the case then halving drop-chance and then doubling LP chance would cause the same amount of LP items overall to drop.
The second option we have is if it’s a single table and it enforces the percentiles. So solely 0 LP chance is reduced, hence from the 36% down to 18%, the others get a even ditrtibution.
To make it visible we say we have 10000 pieces (to make the 0,01% visible.
So we would’ve 1800 pieces ‘freed up’
The total of the non LP parts are 6200
So we divide the 1800/6200 to get how many of those ‘pieces’ we need to asign per 0,01%, which is 0,29 roughly.
This then means we add:
11,52% for LP1 or a total of 51,2% drop-chance (more then 0 LP, yes)
5,7193548385 for LP2 or a total of ~25,42% drop chance
0,6532258063% for LP3 or a total of ~7,9% drop chance
And 0,1074193548 for LP4 or a total of ~0,48% drop chance
Which brings it back to the same spread ultimately.
For the system that’s really easy to do as well, just put the 0 LP at the end of the roll-range and cut down the max roll to the middle of the start- and end-range of the values so you achieve it.
This would still mean we have a bit of a higher chance for a 4LP, which you’re right.
However you look at it though it won’t increase from 0,37% to 5,8% or even remotely close, that would be over 15 times the drop-rate
Your maths is still wonky. If you have 10,000 drops & normally 3,600 are 0LP this then becomes 1,800 for CoF doubling the LP drop chance therefore there are now only 8,200 drops, not 6,200.
I went the long route and mathed out how many pieces would per 0,01% be added, then added them and wrote down the added percentile and total percentile to it.
So yeah, 0,48% drop-rate.
Which if we would go through the dungeon rather then the node then it would mean we have to half that to 0,24% as we only drop the helmet 50% of the time. Which… yeah… would be better then halfing the 0,37% to 0,185%.
So roughly a 30% (29,7xxx) increase in drop-chance in comparison.
It depends which method is used though, single-table or double-table drop system. I have no clue which one is in use. I think though it’s double-table.