I was thinking about a concept of merging Crit Chance and Crit Damage into a single stat (lets call Crit Rating), which would increase both values simultaneously, and would open up an affix slot on gear for other valuable stats.
Normally, we want to increase both values at a ratio of 0.1% Crit Chance to every 1.0% Crit Damage. Crit Rating would increase these stats at the same ratio.
Crit Rating would have diminishing returns relative to character level [Crit Rating / Char Level = %Crit Chance & 10x %Crit Damage].
Abilities and Passives would still be able to raise Crit Chance or Crit Damage separately, but for gear we would have a unified Crit Rating to raise both.
Emerald Gem would also be converted to Crit Rating rather than just Crit Damage.
We want the net effective DPS increase to be the same between both systems. Some items roll both Crit Chance and Crit Damage, but some items only roll Crit Chance. Also, the ratio of Crit Chance to Crit Damage on these items is not always 0.1% to 1.0%.
Considering Level 70 Rare items max rolls, 1-hand socket weapon with off-hand, and excluding Legendary items with guaranteed Crit Chance or Crit Damage Rolls:
We want to estimate a corresponding Crit Rating for each item slot to give us a similar effective DPS increase. Still assuming the level 70 Rare items above, we will calculate a corresponding Crit Rating for each slot as (70*Crit Chance + 7*Crit Damage)/2. Then calculate the corresponding new Crit Chance and Crit Damage increase from that Crit Rating
Pretty close. By freeing up another item affix we can stack other DPS related stats like attack speed, elemental damage, and cool down reduction.
The Paragon Offense window could also be condensed into Crit Rating, and give us a different offense stat. Maybe %increased damage to elites for example.
A negative I can see with this approach is related to the Broken Promises ring. You wouldn't be able to have a low crit chance build to proc Broken Promises.
What are your thoughts on condensing Crit Chance and Crit Damage so we can focus on other affixes?
There's nothing else to focus on. The next main affix would be attack speed. The stat system in this game is flawed at the foundation and the only way to fix it would be to reinvent it entirely. Mirroring D2 and not WoW would be a good start at doing that.
I was thinking about a concept of merging Crit Chance and Crit Damage into a single stat (lets call Crit Rating), which would increase both values simultaneously, and would open up an affix slot on gear for other valuable stats.
Blizzard introduced the new "3 mainstat, 3 offstat" system so that people have to make a choice. Before that (it was way before RoS if I remember correcdtly) you had the sweet 6fecta items with vit, mainstat, crit, critdmg, atackspeed and +damage. They reduced it down to 3 mainstats per item on purpose.
I was thinking about a concept of merging Crit Chance and Crit Damage into a single stat (lets call Crit Rating), which would increase both values simultaneously, and would open up an affix slot on gear for other valuable stats.
Normally, we want to increase both values at a ratio of 0.1% Crit Chance to every 1.0% Crit Damage. Crit Rating would increase these stats at the same ratio.
Crit Rating would have diminishing returns relative to character level [Crit Rating / Char Level = %Crit Chance & 10x %Crit Damage].
Example @ Lvl 60: 300 Crit Rating >> [300/60 = 5] >> [+5% Crit Chance & +50% Crit Damage]
Example @ Lvl 70: 300 Crit Rating >> [300/70 = 4.29] >> [+4.29% Crit Chance & +42.86% Crit Damage]
Abilities and Passives would still be able to raise Crit Chance or Crit Damage separately, but for gear we would have a unified Crit Rating to raise both.
Emerald Gem would also be converted to Crit Rating rather than just Crit Damage.
We want the net effective DPS increase to be the same between both systems. Some items roll both Crit Chance and Crit Damage, but some items only roll Crit Chance. Also, the ratio of Crit Chance to Crit Damage on these items is not always 0.1% to 1.0%.
Considering Level 70 Rare items max rolls, 1-hand socket weapon with off-hand, and excluding Legendary items with guaranteed Crit Chance or Crit Damage Rolls:
Slot................Crit Chance.........Crit Damage
Amulet.......... 10%.................... 100%
Bracer........... 6%...................... 0%
Gloves.......... 10%.................... 50%
Helmet........... 6%..................... 0%
Ring 1........... 6%..................... 50%
Ring 2........... 6%..................... 50%
Off Hand....... 10%................... 0%
Emerald........ 0%.................... 130%
============================
Sum............. 54%................... 380%
Effective DPS Increase = 1 + Crit Chance * Crit Damage = 1 + 0.54 * 3.80 = 3.052 multiplier.
We want to estimate a corresponding Crit Rating for each item slot to give us a similar effective DPS increase. Still assuming the level 70 Rare items above, we will calculate a corresponding Crit Rating for each slot as (70*Crit Chance + 7*Crit Damage)/2. Then calculate the corresponding new Crit Chance and Crit Damage increase from that Crit Rating
Slot................Crit Chance.........Crit Damage..........Crit Rating..........new Crit Chance...........new Crit Damage
Amulet.......... 10%.................... 100%.....................700.....................10%..............................100%
Bracer........... 6%...................... 0%.........................210......................3%...............................30%
Gloves.......... 10%.................... 50%.......................525......................7.5%.............................75%
Helmet........... 6%..................... 0%..........................210.....................3%.................................30%
Ring 1........... 6%..................... 50%........................385......................5.5%.............................55%
Ring 2........... 6%..................... 50%........................385......................5.5%.............................55%
Off Hand....... 10%................... 0%...........................350......................5%................................50%
Emerald........ 0%.................... 130%........................455......................6.5%..............................65%
======================================================================================
Sum............. 54%................... 380%........................3220....................46%..............................460%
Effective DPS Increase from Crit Rating = 1 + 0.46 * 4.60 = 3.116 multiplier
Pretty close. By freeing up another item affix we can stack other DPS related stats like attack speed, elemental damage, and cool down reduction.
The Paragon Offense window could also be condensed into Crit Rating, and give us a different offense stat. Maybe %increased damage to elites for example.
A negative I can see with this approach is related to the Broken Promises ring. You wouldn't be able to have a low crit chance build to proc Broken Promises.
What are your thoughts on condensing Crit Chance and Crit Damage so we can focus on other affixes?
There's nothing else to focus on. The next main affix would be attack speed. The stat system in this game is flawed at the foundation and the only way to fix it would be to reinvent it entirely. Mirroring D2 and not WoW would be a good start at doing that.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841