Why is there no way to scale non-crit hits?

Every once in a while, you stumble uppon a build that is either really hard or almost impossible to build crit, cause there is no way to get enough flat crit chance. I notice that every time i try to play anything other than smite or melee on a setinel.

Although i would appreciate if EHG gave a way for all builds to have access to enough flat crit, i think it would feel even better if there was another way to scale your dmg for hits other than crit.

Something like -%more basic hit damage- , that would scale only non-crit hits would be a cool addition and refreshing new way to build your character`s dmg.

Right now there are a couple of items i think are intended to make an alternative way to build your character, similar to what i`m talking about, but i think they are mostly bad items that dont really achieve anything in comparison to crit, Singularity being the most promissing and agregious of them all.

Trading 5% chance to deal 200% more dmg at the bare minimum for only 20% dmg on it`s highest roll looks and feel really bad. If you are going to completly disable a way for me to scale my dmg, you should either give me a alternative or a really big number.

One idea i had, was for it to give you %more dmg per point of your highest attribute, cause i think stacking attributes is easier and more accessible, but i would enjoy any other way for me to scale my dmg with it.

  • melee gets prefix for weapons and as implicit on some weapons
  • spells get flat spell crit chance implicit on many off-hands
  • there is universal flat crit chance implicit on many daggers
  • sentinel gets +5% flat crit chance with spear in FG tree for just 5 points in FG
  • prismatic gaze helmet gives +2-4% flat crit chance

There are also more specific sources in uniques like crit for fire skills.
Not sure about bow or throwing specific flat crit chances as i don’t play bow and my throwing builds are limited.
I’m just throwing it in here, maybe it will help you or somebody else.

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You can scale a lot of crit with rive and FG tree passives, phantom grip rings. If dual weilding eye of reen, you can also get crit multiplier stacking, ignite stacking and with forge weapons you get even more ignite, also if you can apply melee attck speed and increased crit chance you can easily sit at 60% crit or more.

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@apohawk @Xceriis So you both missed the

I don’t disagree with your points but that’s not what the OP was talking about. There are Wing Guards gloves that give a decently sized melee attack speed buff plus the Singularity idol, but there aren’t many ways to scale non-crit hit damage (other than stacking speed & flat damage).

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Well you can scale melee % and physical % and strength, area etc

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I dont get this either. You can get both flat damage and % damage for melee. And you can scale that to absurd amounts if you have the right items… e.g. the FrostBoink Shaman I currently play.

It’s probably an itemization oversight from the developers due to failing to consider how players would want to scale damage.

In my opinion I would have not allowed players to scale their multiplayer to begin with and took critical out of the games. Damage should be easy to factor and anticipate. The 20% damage variance in LE also is something I don’t like.

When I try to spike an enemy and I know my attack will kill because I am glass cannon- dying because the game decided to roll me big red :x: just feels bad

So with 4 players in a map you want mobs to die 4 (ish) times quicker.

There are one or two variables to consider. But it’s so easy, so I’m sure you could do it in a few minutes right?

It’s not the first time he misspells multiplier. I believe that is what he wanted to say.

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But then he also like players to feel powerful & do big numbers & that requires big multiplyers.

You can make players feel powerful without numbers. I spoken about that before. I could make the numbers 100X larger in Le would not make the combat any more impactful.

We need enemy death physics, collision physics, proper limb, lag cut offs, rag dolls, enemy behaviour ai etc

I refer to multiplayers as a stand in for damage scaling that is not additive. It’s easier to say in one word.

If I can’t do the math in my head then no it’s not simple enough.

So far I’ve hated most games that have rag dolls. Because most of the time they just end up doing stupid animations, getting stuck in place, etc, and that removes me from the game. It’s one of the things I hate most in GD.

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That’s fair, it’s up to personal preference. I just want to feel impact of hits. Some cases you can solve the rag doll lost loot issue with a mailbox system. That way any loot not picked up is just out there.

Solasta crown of the magister had this system also. Some middle ground is nice

Wing Guards and Singularity are both pretty meh TBH.

Wing guards are at max a 40% inc attack speed, Falcon fists clock in pretty close with max 27% and have additional flat damage, I think it has better LP chance too (and a T7 glove prefix is also 30% inc attack speed). I don’t think 10-13% increased attack speed beats the loss of crit.

Same with Singularity, 20% more damage is pretty meh compared to the loss of crit which at base 200 multi/5% chance (200*0.05) is on average 10% more damage but can scale much higher with even a little investment (like put two copper rings and crit is on average 20% more damage on par with Singularity).

We would probably need something like Elemental Overload from PoE or some similar nodes within certain skills/ passives to make non-crit a viable alternative to crit. Or just buff Singularity/Wing guards to relevant values.

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If it were simple enough to do in your head It’d be too boring to play.

The term you’re looking for is multiplyer. Multiplayer is the term for being able to play with other people as against by yourself. I shouldn’t have to explain this.

As long as it’s the correct word, yes.

Honestly there probably wont ever be a world where non crit scaling is worth going for.

Even in PoE which has tons of non crit keystones and things, going non crit is not really real for hit based builds. Elemental overload is 40% more damage if you have crit recently, so you still want some crit, and its 40% more damage. This keystone only sees use on builds that dont scale with crit multi like ignite builds.

The problem you generally end up with when going non crit is the opportunity cost. So non crit in poe for say attacks means you save on needing crit wheels AND accuracy wheels if you go resolute technique. So you can focus on just raw damage and speed wheels.

The problem is that last epoch has very little opportunity costs in terms of items. like if you are melee you get flat crit on weapons, thats one prefix, okay you also use the second prefix for crit multi. if you have enough % crit from tree and even if you dont, you at most trade say 2 affix on weapon, and some crit on rings to get a respectable crit value.

if you instead use those prefixes for %damage, flat damage and attack speed on a singularity build you get less efficient damage scaling.

Because damage mechanics are multiplicative with each other in terms of dps(having all your power in flat damage is worse then spreading that power to flat, inc, and more etc)the less multipliers you use, the weaker you are full stop unless dropping one of those multipliers does something special for you.(aka needing you to not spend 20 points on accuracy, or your build just does not plan to crit anyways)

I think they can buff singularity roll ranges to be 20-40, but you still wont really see people going for it. Crit is actually stupid easy to get in LE, because of the huge flat melee crit affix, and casters get access to base crit offhands. Some caster builds can struggle, but these days most characters have some busted crit passive to fix it. And they obviously cant make singularity greater then 40% then it competes with full crit investment builds for a single 1x1 idol.

Also make singularity work on minions 8)

I don’t really understand the desire to have something that is only affectign regular hits and not crits.

I think a lot of this comes from the mindset, that getting some crit into your build is useless if you don’t fully focus on it.

Getting some crit chance and/or crit dmg is always a more multiplier to your hit damage output.

Just a quick example. Getting 2x 50% inc. crit chance and 25% Crit Multi (roughly 3 T5 affixes worth of stats) will give you already 16,6% more dmg when you had no other crit investment.

I am convinced that people just never run the numbers properly and think or feel, that its not worth investing into crit just a little bit, they always think if you go crit you always need to go big or go home, but that is not really how you need to do things.

Most other scalings affects both regular hits and crits.
Why do you want something that specifically only affects hits but not crits? This will make everything unnecessary more complicated.

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It depends on the build. I went with a multishot build for a meme build. Multishot has a 5% critical chance, if you where to stack critical affixes, your build would be so weak you would be unable to clear C100 content. As its base is only 6 damage. Multishot base should be at least 20.

But if you stack on hit a chance to bleed, and take Giant Slayer, your build becomes a shotgun in cloae range, for stacking bleeds. Then it can clear some content. But then again, who in their right mind usea multishot.

I do. And i absolutely love it.

I cleared 1k. There is someone on yt who did 2k. Lizard even pushed this build to the limit with his maxroll guide.

And that would change what?

Also as a hit based setup, just stack arrows and use the %inc dmg per multishot arrow.

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