How to make a crit build work?

I have been toying around with different builds for melee chars, and in the process have tried different crit builds.

Unless you go with either daggers or a wands/power charge spec, Crits always seem to end up underpowered.

For example, with a full blown sword crit build, I was only able to get to about 14,5% crit chance (190% increase) with a critical strike modifier (including dual foils) of about 300. The costs for that (disregarding "travel" nodes) are 9 points.

Assuming I make 100 attacks, all of which deal 10 damage:

13,5 of these attacks crit, so I get 13,5 times 200% extra damage, which is 20 * 14,5 = 290.
Total damage is 1270, a 29% increase in damage.

That is slightly above a 3% damage increase per point. Now there are a number of advantages to this damage: It's multiplicative with any other +x% damage source and it is across the board (both ele and phys). Nevertheless, it doesn't quite seem worth it, especially if you already have the vast majority of your points in defensive nodes.

Any opinions on this?
I'm not familiar with crit builds but have you looked at the uniques? Honestly, i'm a little surprised that 14.5% is all you could get.
For crit builds just forget about weapons with bad base crit chance. You want daggers, claws or staff (maybe scepter as well). You want local increased critical chance mods on weapon you use as it increases base crit chance. Then your best bet is using Flicker because 20% quality flicker gives you +60% crit chance. YOu want quality Increased Crit chance support and Increased Crit damage support. Then you want lots of passives and crit chance mods on other gear (I know amulets can have them, not sure about rest).

With high crit weapons you can get to 40%+ crit chance for sure without using Critical Weakness curse. With 2 daggers I am sure you can go even more.

I've been looking into the crit stuff to see how viable it can be and your right, a sword duelist would make a poor crit build.

for 1. from gear you can only get crit chance from amulets and your weapon, and the weapon modifier only applies to that 1 weapon, so dual wielding will only affect each weapon unless its a global crit modifier like the daggers. also you would need a higher base crit chance weapon to actually get good amount of crit. so what your looking at is either wands (about 8% crit) daggers (about 6.2-7.2% crit) or claws (about 6.5% crit)

so the only place you can reliably get crit chance is from your passive tree. in the duelist area you'll find very little, only in the dual wielding area of twin terror, which adds up to be 125%. the class that has the most would be the shadow which has multiple clusters and weapon specifics with either daggers and claws, giving you plenty of crit chance. bringing it up to almost as high as 50% crit chance total after calculating in all the crit chance with a high crit chance dagger.

so until they include more crit chance modifiers into other pieces of gear, or have more weapon types with higher base crit chance. you'll find it pretty difficult to make a crit build outside of witch, shadow, and ranger unless your willing to pay the high passive point price to travel to those areas of the tree.

honestly I feel they should just change it to a crit rating system where your able to have decent crit chance at all levels but requires more points as you level up in order to keep up with the crit chance.

http://www.pathofexile.com/forum/view-thread/120959 My guides
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Cronos988 a écrit :


Assuming I make 100 attacks, all of which deal 10 damage:

13,5 of these attacks crit, so I get 13,5 times 200% extra damage, which is 20 * 14,5 = 290.
Total damage is 1270, a 29% increase in damage.


It's 150% Increased dmg. Or Multiplied by 150% on a crit.
Unless you take any Crit Multipliers in the passive skill tree.

I'm at about 12% with no Passives that provide crit chance on my Dagger, Copper Kris.
The only bonus i have is the native mod from the Dagger wich is 80% Increased

I'm also using Voll's Protector wich can Teknically increase it by 150%. Wich will put it at about 29%.
Dernière édition par Bretout#6617, le 5 févr. 2013 à 07:07:52
Considering that both daggers and foils have global crit bonuses, one could try doing a foil/dagger build. With the right affixes, that could probably reach a median crit chance of some 25-30%.

But you still end up with a critical modifier of around 250%. So if all goes well, you do 250% damage every third attack, which equals 150% damage per attack. That just doesn't seem very impressive for some 8-10 points.
The thing to remember is that a big crit won't take as much damage reduction from armour. A big crit does more damage than just flast damage boosts. Makes it tough to calculate the real benefit.
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Brussel_Sprout a écrit :
The thing to remember is that a big crit won't take as much damage reduction from armour. A big crit does more damage than just flast damage boosts. Makes it tough to calculate the real benefit.


I'm noticing that on my Shadow, who has about 19% Critchance with it's Bow (the Bow has a 6,1% Critchance). If Frenzy crits, the mobs lose incredibly more HP than with a Non-Crit.

I'm sitting at 19,2% Critchance with 315% Critdamage-Multiplier with Frenzy. The unsupported Ice-Shot has 13,7% Critchance with 180% Critdamage-Multiplier. The most important thing is to get a local-critmodifier on your weapon. My Bow is lvl33 and my Char lvl50 and I wasn't able to switch the bow, since it has a local-critmodifier (and other nice stats), which just outperforms any bow without one.

So Critbuilds do work, but personally I feel they are very gear-dependend, exspecially if you don't use weapons with a high basic-critchance like Wands, Claws or Daggers.
invalesco has a nice guide on the shadow forum for a dagger-crit shadow.

Lots of ideas in that post.
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I don't have alpha access, that was a LONG time ago.
Actually, from running some more calculations:

If I have +100% physical damage from strength/passives and a 30% chance to deal a 250% damage crit, my median damage is 200% * 150% = 300% damage. That is attainable with some 16-18 passive points (disregarding travel, naturally). A median of 11% damage per point, plus chance to freeze/shock/ignite.

I am going to try that and see how it fares.

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