What I am assuming the difference is if you have a weapon that says increased critical strike chance then it only applies to the weapon where as if it says global then it applies to everything. Critical strike chance in the passive tree applies to everything. I guess the difference is only when it is found on a weapon or not? Last bumped on Jun 8, 2016, 9:57:42 AM | Posted by Veal on Mar 6, 2013, 8:35:29 PM |
' your global critical strike chance applies to your weapon crit rate the local critical strike chance on a weapon applies directly onto the base weapon crit rate before the global so if you have a weapon with 5% crit and you have a total of +200% global critical strike chance then you now have a total crit rate of 15% if you have a local critical strike chance of 20% in addition to the 200% global critical strike chance it will make your weapon act as if it has 6% crit rate (5% * 1.2) which will then be modified by your 200% global critical strike chance to be 18% (6% * 3). So essentially, the +20% local crit rate would give you 3% crit rate! in a nutshell: local crit is multiplicitive (extremely powerful), and global crit is additive IGN: OldManBalls (Warbands) Last edited by demivion on Mar 6, 2013, 9:15:10 PM | Posted by demivion on Mar 6, 2013, 9:14:32 PM |
More to the OPs point however, yes, critical strike chance on a weapon only affects that weapon and attacks made with it (and it must be an attack, not a spell, afaik.) Global on anything affects everything. | Posted by Raezzor on Mar 6, 2013, 10:08:06 PM |
Not sure what constitutes as local crit rate. Is this crit on a weapon or passive that is for that weapon only? So basically if a weapon says 100% increased crit rate and has a crit chance of 5 it will now have a crit chance of 10? What I know is critical chance in passives effect everything. That's about it. Are you saying that global crit rate is going to stack additively with crit passives and then crit chance that is applied to weapons only (melee one handed crit chance passive, crit chance to dagger passive, or non global crit chance) is in its separate category? | Posted by Veal on Mar 6, 2013, 10:27:12 PM |
Check this wand out. Notice it has critical strike chance, then global crit multi. The crit strike chance only affects the wand, the global crit multi affects all spells and attacks whether made with the wand or not. Notice the crit chance on the wand is blue meaning it has been altered by mods. That crit chance mod is local. If it isn't local it'll be labeled as such, either as 'global' or 'for spells' or something else. I'm unsure how crit chance specifically for weapons/bows works with local and global crit chance, but I know for spells everything is additive since local is the only multiplicative mod and it doesn't affect spell damage. | Posted by Raezzor on Mar 7, 2013, 11:18:32 PM |
So what you are saying is anything in your passive tree that looks like this. http://vvcap.net/db/os7bAkH6_MuxagsRHwf2.htp Would be considered local? So lets say I have 100% and my bow base crit is 5% I would now have 10% base crit? | Posted by Veal on Mar 8, 2013, 2:57:23 PM |
The only place you can get local crit chance is on a weapon. All other critical strike chance is additive with itself. | Posted by h0b0_lemnade on Mar 8, 2013, 4:00:29 PM |
So basically you have base crit on a weapon then you have a chance to roll higher base crit via magical properties? | Posted by Veal on Mar 8, 2013, 6:06:32 PM |
' Exactly. Edit: This is also how attack speed works on weapons. Last edited by h0b0_lemnade on Mar 8, 2013, 6:56:57 PM | Posted by h0b0_lemnade on Mar 8, 2013, 6:55:55 PM |
' This calculation is actually not accurate, global critical chance can be just as powerful as critical chance. Firstly, your critical chance is like you said base on the weapon critical rate lets say 5% and if you have a total critical chance of lets say 80% so the equation will be [5+(5*0.8)] = 9% (final critical chance) you can rewrite the equation as (5*1.8) too doesn't matter same thing. The global critical chance is the critical chance you have that is not stated with weapon type, meaning you will still have that amount of critical chance no matter what weapon you use. For example Assassination is global critical and Nightstalker isn't because it is for daggers only (from passive skill). So! if you have lets say a total of 80% global critical chance from your passive and you have a increase 40% global critical chance on your weapon the equation goes like this [80+(80*0.4)] or (80*1.4) = 112% critical chance (increased by 112-80=32) now lets say you use that weapon again with a 5% critical rate than you will have a (5*2.12) = 10.6% (final critical chance) Real example: mine currently had 200% global critical chance and 255% critical chance with dagger and 125% critical while dual welding, that is a total of 580% critical chance from my passive skill. the weapon I am using is a dagger with 6.8% critical with increase global critical by 40% on the main hand. So the equation will go like this [580+(200*0.4)] = 660% then [6.8+(6.8*6.6)] = 51.68% round up to 1 decimal place and you get 51.7% final critical chance. You will want to keep this final percentage below the critical cap but near to it. So which is more powerful? it all depends on what kind of stats you have and passive nodes you took. From my current stats you can see that increase global critical is more powerful than just added critical chance because my initial global critical is 200% which means for every 1% you increase in increase global critical from items I will get 2% critical chance. If you only have a base of 100% global critical than increasing global critical from weapons will do the same as normal critical (1% for 1%). finally if you have a global critical of less than 100% then increasing normal critical is better for your. Hope this helps, if you have any further questions feel free to pm me or find a way to reach me i would be happy to help. | Posted by coolx3lp on Sep 24, 2014, 9:08:09 PM |
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John deere shop manual download. With percentage rolls, such as critical strike chance, lucky/unlucky rolls will be up to a 100% more/less modifier, changing linearly towards 0% as critical chance increases. As for damage rolls, the average damage from the roll will be at up to 33% more. https://tricdica.hatenablog.com/entry/2020/11/23/162658. Toyota techstream manual download. The following modifiers will directly affect the damage of bleed: Damage; Physical Damage; Damage over Time; Bleeding Damage; Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively. Bookerly font download for mac.
Critical Hit Damage Poe
Hello everyone, I'm a relatively new player looking for crafting advice. I am working my way towards crafting a 2h Vaal Axe for my Cyclone (no crit version) build. Please find attached the axe in its current state: Could any experienced player give advice on what I should craft? I thought I hit the jackpot earlier by getting this combo: -> via alteration spam: +20 fortify (prefix) hybrid phys dmg + culling (suffix) -> via regalling: + attack speed (suffix) However, I then realized that my axe already has 2 suffixes. Consequently, if I use the Multi-mod craft, I use up all my suffix slots and only have 2 prefixes open, isn't that a problem since I'm no longer able to craft the + quality suffix ? I've browsed various sources trying to get information on what's the best way forward for someone in my case, but I haven't found a thread discussing a case similar to mine. Many thanks in advance for your advice. Kind regards, A. | Posted by Teslafuel21 on Jul 25, 2019, 9:44:29 AM |
First, I wonder why you are going non-crit? Berserker need some crit to get Blitz charges. Slayer is perfect for crit builds due to his Overwhelm node and Champion is good too due to no need to focus on accuracy. Anyway, your axe is very solid start. Culling strike on non-Slayer builds is decent damage boost and its additional physical damage % add sweet juice to the lvl20 Fortify one. If you are short on currency, ie. you do not want to blow another 1000 alterations on getting something better, I suggest you finish the craft with multimod + flat physical damage + hit's can not be evaded. You still need 5 Exalts to finish it and get good roll on flat phys craft so it will not be cheap either way. Another reason not to start over is the fact there are no great suffixes with quality that you would benefit from. It would be either Dex/Str/Int + Quality or Attack speed + Quality. I do not like attack speed option as it is inferior to good attack speed roll such as your current one. Best option for quality is in my opinion critical hit chance + quality craft but since you are going non-crit it is not an option. You can go with either of the two quality crafts but you might end up with lower dps than what you currently have. | Posted by Baron01 on Jul 25, 2019, 10:33:58 AM |
Thank you for your reply ! The reason I went for non-crit build is because I'm a new player and therefore lack knowledge of the game, I simply followed a build proposed by a PoE content creator on Youtube, which suggested the option of going for the 'Resolute Technique' node (i.e. Hits can't be evaded + Never deal Critical Strikes). I am indeed a bit short on currency so I might follow your advice to go Multimod + Flat Phys, but then instead of 'Hits cannot be Evaded', shouldn't I go for something else because I use the Resolute technique node? For example, does the +2 to level of socketed support gems craft have any merit? Or is it useless for a Cyclone build? As always, thanks in advance for your valuable advice. Kind regards, A. | Posted by Teslafuel21 on Jul 25, 2019, 11:00:20 AM |
' +2 to Support Gems is best for builds that utilize Empower as it'll also give +2 to the active skill gem as well as for caster builds such as Essence Drain in general since a good margin of the damage comes from the support gems. If you are short on currency just get a decent flat phys craft on it and leave it as is for the moment. ;-) Gaming Corner, the best Discord channel for PoE: https://discord.gg/DNG9VZX First Mirror dropped in SSF Synthesis! (3207 hours) | Posted by on Jul 25, 2019, 11:18:12 AM |
Thanks for the advice ! I'll probably do that for now and farm some currency. Once I've farmed up a bit, do you have any specific suggestions? I still have an imprint of the weapon in my stash, so I have some room for further crafting in the future. Should I strive to annul the hybrid phys dmg + culling or the Attack speed suffix and proceed towards multi-modding? Thanks, A. | Posted by Teslafuel21 on Jul 25, 2019, 11:45:19 AM |
+2 support gems craft is acquired from veiled items dropped by Mastermind boss from Betrayal encounters. It is rather hard to get it especially since it is much more beneficial to never run Mastermind and farm Syndicates. Since you are new player, I do not suggest you try to get +2 support gems yourself and I would advise you to be careful when buying crafting services from others as you might get scammed if you do not ask for good bail. Problem is that for physical Cyclone builds, which is the most popular version of Cyclone in 3.7, there are no other prefixes that are useful. You need good flat physical damage and good % increased physical damage and that is about it. Critical hit builds often use 3rd prefix for hits can not be evaded mod as it provides big damage boost and simplify their gearing as they have one less stat (accuracy) to care about. You can always re-spec out of Resolute technique as long as you have Hits can't be evaded mod or wish to buy it. Even if your gear currently does not focus on critical hits (critical hit chance & critical hit damage stats) you can always benefit from occasional crit here and there. If you can spare 3 exalts it is good option, if you can not than you should multi-mod the item, add flat physical damage and farm more currency. Your weapon should be 500+ DPS with decent flat phys roll, which is definitely better than most uniques you can get for cheap. You also must account for 7th link, which should provide additional 30% more damage to your Cyclone. ' You always want to have attack speed mod on your weapon unless you play Earthquake. You ideally want to hit good prefix (flat or % phys damage) and one good suffix (attack speed, critical hit chance or critical hit damage) and multi-mod from there. What to do with imprint really depends on what you imprinted. If you have imprinted Fortify 20 & Attack speed, this is good start. You will be regaling it and hoping for something good or at least for it to be prefix. That would get you to a rare item you can multi-mod and still add one suffix. If you imprinted Fortif7 20 & Culling, you will have to pretty much always use annul to get rid of Culling. This is risky and might lead to new start when you brick the item. Last edited by Baron01 on Jul 25, 2019, 1:47:11 PM | Posted by Baron01 on Jul 25, 2019, 1:40:49 PM |
Heres the thing about a quality craft for a weapon: it is the EXACT SAME as %phys. So you getting Culling + 35% phys is WAY BETTER than crafting 16% quality. AND you have a higher attack speed roll than you can craft. This axe is GREAT. Multimod takes your last suffix, leaving you with 2 prefixes. 1 of those NEEDS to be flat added phys damage. The other is up to you. And if you want to use it RIGHT NOW, just craft flat phys. you can always go back to the bench and remove the crafted mod, in order to multimod it later. Grats on a VERY NICE weapon. | Posted by on Jul 26, 2019, 12:07:20 AM |
You might also try EX slam and hope for the best. In that case blocking flat phys (by crafting it) would be less risky and hoping to hit hybrid phys/accuracy roll. You can also hit nice suffix such as an extra AOE or weapon range or some crap mod (depends on ilvl too). It´s a bit of gamble. Last edited by Rakiii on Jul 26, 2019, 10:47:36 AM | Posted by Rakiii on Jul 26, 2019, 10:43:11 AM |
Thanks all for the valuable advice, much appreciated ! Good luck all ! Kind regards, A. | Posted by Teslafuel21 on Jul 26, 2019, 3:15:18 PM |