As we all remember, critical strike in D2 was hardly present. I don't think anyone actually went for a crit build, if that was even possible.
Will this be different in D3? There are a lot of crit skills/passives for the barb. I know from other games (LoL) that crit builds can be a major game changer. So does anyone know how it works in D3? Will it be possible to achieve 100% crit chance or close to it? This, paired with increased crit damage, could allow for some deadly build, at least I hope...
For D2, it wasn't so much "crit builds." There was a lot of critical strike/deadly strike in D2, and taking advantage of it for pve was good, but it was just a secondary type of thing.
Amazons had a skill that added critical strike. It was anywhere from a 1-20 point investment. In D2 you'd have to pay attention really closely to actually see the hits procs; in D2, double damage was hardly noticed because you mindlessly spammed skills so much.
In D3, with the option to show critical hit damage numbers, I think people will take more notice. Also, with the addition of critical-enhancing passives and critical hit effects (stun, freeze, , etc.) people can focus on critical hits. Criticals should play a vital roll -- if not for their effects, for the obvious damage increase -- in D3.
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The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
I just hope it's not hard capped (crit chance as well as damage). This should allow for some interesting skill/gear choices. If you choose to sacrifice a lot just to get that 100% crit chance, why not?
I would understand if they kinda make it like MF though, so that the more crit you accumulate, the harder it gets to actually reach a higer % crit chance. Like that 100% should be near impossible but 70% should be ok.
Just looking at the passives, one skill gives(iirc) +20% chance to crit with +30% crit damage, and another passive gives +100% crit damage.
It seems like if you were to get enough of these passives, and with the right items you could reach a critical mass of crit and make a legit crit heavy build.
Precision increases the critical strike chances and also increases the percentage of critical damage.
Also there are some spells ( i'm refering to the wizard ) that are "better" for a crit build, imo the 'ice' spells, such as blizzard, frost nova and so, that have adittional bonuses with runes related with crit damage or chance.
Oh jog on mate. Critical Strike has been used in damn near every style of rpg and affecting various spells and abilities. What remains to be seen is how well Crit affects those spells and abilities in Diablo 3.
Reposted from the monk forums on the D3 official forums with some very quick napkin math:
Reposted from the main monk thread, figured this could have some interesting converstation on it's own.
Relevent Passives:
Frenzied Attack: (Requires Level 13) - When wielding two weapons, the Monk has 20% increased critical strike chance and 30% increased critical strike damage.
Superior Skill: (Requires Level 15) - Increases precision by 20%.
Weak Spot: (Requires Level 20) - Increases critical strike damage by 100%.
So this is clearly pre-emptive, but making some VERY moderate assumptions about gear it seems to me that for a pure damage build a crit focused monk is the way to go, in large part because there's only a handful of non-situational damage increasing traits otherwise.
Note that at low levels it's probably worth less, but once you start getting higher gear levels you can afford to really focus on +crit/precision and +crit damage gear.
Some quick assumptions here: I've heard that at base level the bonus damage on a critical hit is 50%. Let's assume crit damage is multiplicative like it is in WoW.
50%+(100%)+(20%)
=100%+(20%)
=120% damage on a crit from traits alone. (170% if we assume it's additive, but I think that's unlikely).
Now, there's a screen shot floating around of a 2 handed barbarian weapon with +30% crit damage on it, so it's not unreasonable to assume we will be able to get AT LEAST +30% crit damage from gear (probably much more, but I'll play it safe).
120%+(30%)
=156%
So at this point with some moderate assumptions we will be dealing +156% additional damage on a crit (or 256% of base damage).
So let's make a silly assumption here just to emphasize how big a number 156% extra damage on a crit is:
Let's assume we're starting with 0 crit rating - we never crit, ever for some silly reason.
Now we get a piece of gear with exactly 1% worth of crit rating on it. That's a full 1.56% average damage increase.
Now, from traits alone we get 20% crit chance, we'll probably have something like 5% base line and since we're focusing on crit/precision gear I think it's pretty safe to assume we can get AT MINIMUM 25% crit rating from gear (again, assuming we're going for crit all the way).
If each point of crit is worth about 1.56% increase damage from baseline and we can push 50% crit in high end gear - that's (50x1.56=78) a 78% increase in average damage with no conditions other than being spikey/slightly random.
And that's assuming we can only get 30% additional crit damage from gear, which seems pretty unlikely to me given that we've seen 1 item which gives 30% additional crit damage ON IT'S OWN. I find it much more likely that we'll probably be able to push our crit damage up to 230-250%, which makes each percentage of crit worth 2.3-2.5% of our baseline damage.
At lower gear levels it'll probably be safer to go with a straight attack / conditional trait build but crit and +crit damage scale AMAZINGLY well together.
TLDR:
At low gear levels crit builds probably wont be anything special, but as anyone who played a DPS class in WoW knows: +additional crit damage is absolutely ridiculous. I doubt very much anyone will be able to push 100% crit chance - it would totally ruin the point of critical hits, however I'm certain you can push it quite high. The post I quoted references a fairly modest 50% crit chance (given how much of that can come from talents), you'll probably be able to push something like 60% crit chance with 250%ish crit damage in end game BIS gear.
You would sacrifice a lot of attack power to do this I'm certain, but attack power scales in a linear fashion. 200 rating is 200 rating, no matter how much you have. Crit is a percentage of your damage on the other hand.
That statement is a little misleading because critical hit chance is actually linear as well, it's the crit damage that really changes it up, which the post I quote outlines.
Arcane Damage - Purple - Critical hit: Arcane crits "silence" targets. (Silenced targets can not cast some spells, such as a Skeletal Summoner or Goatman Shaman resurrecting fallen minions.)
Cold Damage - Blue - Critical hit: Cold crits freeze targets for 2 seconds.
Fire Damage - Red - Critical hit: Fire crits set targets ablaze, adding DoT to the initial fire damage.
Lightning Damage - White - Critical hit: Lightning crits stun targets for 2 seconds.
Disease Damage - Green - Critical hit: Disease crits deal an unknown bonus. Resisted by Poison resistance. Diseased units suffer a damage debuff; they take more damage and deal less.
Poison Damage - Green - Critical hit: Poison crits deal an unknown bonus. Resisted by Poison resistance. Poisoned units suffer a health debuff; their regeneration and healing is lessened or reversed.
From the datamined logs. Does this mean a non-physical critical hit does not do extra damage?
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Will this be different in D3? There are a lot of crit skills/passives for the barb. I know from other games (LoL) that crit builds can be a major game changer. So does anyone know how it works in D3? Will it be possible to achieve 100% crit chance or close to it? This, paired with increased crit damage, could allow for some deadly build, at least I hope...
Amazons had a skill that added critical strike. It was anywhere from a 1-20 point investment. In D2 you'd have to pay attention really closely to actually see the hits procs; in D2, double damage was hardly noticed because you mindlessly spammed skills so much.
In D3, with the option to show critical hit damage numbers, I think people will take more notice. Also, with the addition of critical-enhancing passives and critical hit effects (stun, freeze, , etc.) people can focus on critical hits. Criticals should play a vital roll -- if not for their effects, for the obvious damage increase -- in D3.
I would understand if they kinda make it like MF though, so that the more crit you accumulate, the harder it gets to actually reach a higer % crit chance. Like that 100% should be near impossible but 70% should be ok.
It seems like if you were to get enough of these passives, and with the right items you could reach a critical mass of crit and make a legit crit heavy build.
Yet another wow conversion.
Oh jog on mate. Critical Strike has been used in damn near every style of rpg and affecting various spells and abilities. What remains to be seen is how well Crit affects those spells and abilities in Diablo 3.
TLDR:
At low gear levels crit builds probably wont be anything special, but as anyone who played a DPS class in WoW knows: +additional crit damage is absolutely ridiculous. I doubt very much anyone will be able to push 100% crit chance - it would totally ruin the point of critical hits, however I'm certain you can push it quite high. The post I quoted references a fairly modest 50% crit chance (given how much of that can come from talents), you'll probably be able to push something like 60% crit chance with 250%ish crit damage in end game BIS gear.
You would sacrifice a lot of attack power to do this I'm certain, but attack power scales in a linear fashion. 200 rating is 200 rating, no matter how much you have. Crit is a percentage of your damage on the other hand.
That statement is a little misleading because critical hit chance is actually linear as well, it's the crit damage that really changes it up, which the post I quote outlines.
From the datamined logs. Does this mean a non-physical critical hit does not do extra damage?