Are critical strike chance passives broken
My current crit chance is 48.5. Granted, I can easily go higher than this. I haven't even taken all the nodes yet! Crit chance IMO allows me to spec into a general elementalist build. I also have 300% CM, I'm a little of a glass cannon, but you can't have everything :P
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
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My CB main had 41% crit chance with pulse, 50% with crit weakness. Thats with a version of the tree thats functionally identical to the one we have now as far as crit chance is concerned, and i didnt take all that many offensive nodes.
Small offensive nodes in general are poor, its not just crit chance. 6% phys damage, 5% spell damage, 3% cast/attack speed etc. Such nodes arent meant to form the base of a characters damage, they just suppliment it. And for the most part, this seems to be working fine, some of the small nodes in weapon-specific rings aside. IGN: KoTao
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My proposel:
Increase the Local Crit-Modifier up to 40% and decrease the base-crit of wands, daggers and claws to keep there crit-chance with the highest modifier. With 40% local crit you can achieve up to 7% Critchance on your weapon, which would make you achieve 50% Critchance with 600% increased critchance. |
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I personally feel crit chance works fine for the most part. Diversifying the nature of crit passives might be beneficial, perhaps even additional mechanics (such as an increase base crit chance, with diminishing returns the higher the base crit chance already is).
Keep in mind that local crit chance modifiers on weapons improve their base crit chance before passives and global mods do. So a 50% increased local crit chance on a 5% base weapon, gives that weapon a 7.5% base. If people are having a hard time with crits on bows, it's likely because they're using the wrong gear ;) Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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I don't think you need to get huge crit chance to make it worthwhile. Crit/crit multi is already the most powerful way to increase your DPS in this game.
Also, I'm not seeing evidence that 15% crit nodes are bad. Everything I encounter in my spreadsheeting shows that they are quite balanced with other 'standard' offensive nodes like 5% spellpower and 3% ICS once you have a decent bit of crit multi. And frankly I'm afraid that if the intended new way to gain power charges is too easy to manage, crit spellcasters and archers will become completely overpowered. But maybe they are underpowered specifically for HC and/or melee, because you simply don't have the available passive points for crit/critmulti to start really paying off. Dernière édition par aimlessgun#1443, le 10 févr. 2013 à 15:13:31
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" Yup, this. |
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Bah I was thinking all this time they were Additional Critical Strike Chance, and added additively. Guess I'll go for mana regen stuff!
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's |
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