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Oct 22 2020 07:09pm
Did a bunch of testing with + critical strike and stats to try and find out how much they actually increase the chance of a critical. All tests were done using a sword as the weapon and hard stats at 52 str/53 dex. The section on +crit strike was done with no +stat gear equipped to get a more accurate picture. For each variable below I did 1,000 attacks and counted the crits to get the percentage. All other factors remained constant.

TLDR will be at the bottom.


+Critical Strike

(Critical attacks/total attacks) * 100 = chance to crit (rounded %)

Baseline (no +crit strike and no +extra stats) 101/1000 = 10%

+1 critical strike 109/1000 = 11%
+2 critical strike 118/1000 = 12%
+3 critical strike 132/1000 = 13%
+5 critical strike 157/1000 = 16%
+10 critical strike 219/1000 = 22%
+15 critical strike 253/1000 = 25%

So you can see that each level of +crit strike is roughly equivalent to +1% chance to do a critical hit; with a small gain between levels 5-10 and diminishing returns beyond that. This is without factoring in the added chance of crit from stat points.


+Stat Points

(Critical attacks/total attacks) * 100 = chance to crit (rounded %)

Baseline (no +crit strike and no +extra stats) 101/1000 = 10%

+15 str = 141/1000 = 14%
+38 str = 118/1000 = 12%

+15 dex = 136/1000 = 14%
+35 dex = 157/1000 = 16%
+50 dex = 204/1000 = 20%

These numbers shed some light on how crit works from stats. It's based off the ratio for each weapon. Even though str is the main stat for swords, it's the minor stat and it's relation to the main one that determines crit. The more of the main stat you have for a weapon, the more damage it will due; but chance to crit will go down if the minor stat remains where it was. This shows that dual stat items are ideal as you get more damage and maintain a good crit rate.


+Stats & +crit strike

(Critical attacks/total attacks) * 100 = chance to crit (rounded %)

+15 dex & +5 Critical Strike = 174/1000 = 17%

As compared to:

+35 dex = 157/1000 = 16%

Here you can see how the critical chance from stats and from crit strike factor together. In terms of chance to crit, 1 level of crit strike is ~equivalent to 4-5 points in the minor weapon stat (dex in this example). The relationship will differ somewhat depending on if the weapon is a 90/10 or 75/25, etc.


TLDR:
Factored on its own, +1 crit strike adds ~1% chance to crit, slightly higher between levels 5-10 and slight diminishing returns thereafter.

Minor stat for weapon determines chance to crit, raising it raises the chance. Raising only the major stat will give you more damage but less crits.


Was probably a big waste of time but answered my questions and maybe some will find it interesting. Feel free to add your own results or insights

This post was edited by badguts on Oct 22 2020 07:09pm
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Oct 22 2020 07:49pm
Nice to see testing being done.

Just an FYI, your "slightly higher chance to crit" at 5 and 10 is well within statistical variation, so it is likely safe to say that there is really no difference at those percents
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Oct 22 2020 08:03pm
Quote (schmoogalaboo @ Oct 22 2020 08:49pm)
Nice to see testing being done.

Just an FYI, your "slightly higher chance to crit" at 5 and 10 is well within statistical variation, so it is likely safe to say that there is really no difference at those percents


Ya you're probably right, more testing might straighten them out into the pattern
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Oct 22 2020 09:55pm
Actually found the old test threads and comments:

https://forums.d2jsp.org/topic.php?t=80541143&f=74
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Oct 23 2020 12:21am
Not really a surprise when you do it with even base stats
A lot of your crit chance is actually from your dex. Also it is way different with other weapons

With swords and +77 strength and +16 dex and 13 cs my crit chance was not >10% last time I ran the tests
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Oct 23 2020 12:48am
Quote (Meridius @ Oct 23 2020 01:21am)
Not really a surprise when you do it with even base stats
A lot of your crit chance is actually from your dex. Also it is way different with other weapons

With swords and +77 strength and +16 dex and 13 cs my crit chance was not >10% last time I ran the tests


Right, thats why I did the baseline which is at 10%, meaning the other percentage increases are in relation to that. You could basically subtract 10% from all of the values if you want the base line to be at 0% crit. The reason I did it this way was because I already had the character leveled and statted before I decided to test.

And yes due to the different ratios of the different weapons, there will be variations. I was aiming to determine the crit increases added solely by stats and crit strike mod as opposed to finding exact crit chances for a particular weapon.
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Oct 23 2020 06:32am
Quote (badguts @ 23 Oct 2020 08:48)
Right, thats why I did the baseline which is at 10%, meaning the other percentage increases are in relation to that. You could basically subtract 10% from all of the values if you want the base line to be at 0% crit. The reason I did it this way was because I already had the character leveled and statted before I decided to test.

And yes due to the different ratios of the different weapons, there will be variations. I was aiming to determine the crit increases added solely by stats and crit strike mod as opposed to finding exact crit chances for a particular weapon.


the baseline for crit chance is not 10% for weapons.

club for example is like 1-2% base crit chance

You won't be able to figure out how high the base crit chance for any weapon is, because we don't know how exactly the damage formula for weapons works.
I spend quite some time trying to figure out how the ratio affects the weapon damage exactly. I can tell you it is not 10% of strength and 90% of dex for daggers. This never sums up to the value shown in charscreen if you calculate it from the base weapon value from the portal.
And since you don't know what the base value for stats is where you have exactly 0% crit chance you can never find out how high the actual crit chance is.

You could however do it with charms. Base value for charms is 5 intelligence, based of the formula figured out by :

Code
(1 + (int - 5) / 100) * ( 1 + (ee + prof + mastery) / 100) * base damage from portal = show damage


therefor you can get a base crit value by casting with a barbarian with 0 intelligence added and counting crits. Sample size of >10,000 should be used though
Then you can add +crit strike and do it all over again - quite tedious but doable

For weapons you can only do it when you figured out the base value for strength/dex and then you still need to assume the increase giving by starting stats, as I don't think any class is using the base value at the moment.
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Oct 23 2020 07:22am
Angelic wind XIV
Level Req: 55
Spell Damage: 120 to 540
Mana Cost: 109

+177% Enhanced Effect
+16 Intelligence
+7 Critical Strike
+1 Jubilance

I wonder how this would stack up with crit
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Oct 23 2020 07:45am
For the baseline, I wasn't saying that the weapon has a base crit chance of 10%. I arrived at 10% simply because my character already had high enough dexterity which caused 101 crits out of one thousand. My goal was only to determine how stats and + crit strike affect the chances of doing a crit.

I used the same weapon for all tests, so the inherent crit % of the weapon was irrelevant. It was a constant with only + stats and + CS. as variables.

That being said, things definitely get more difficult when factoring all of the skewed ratios between different weapons.
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Oct 23 2020 08:09am
Quote (izParagonzi @ 22 Oct 2020 23:55)
Actually found the old test threads and comments:

https://forums.d2jsp.org/topic.php?t=80541143&f=74



This was the thread I was looking for the other day. It’s pribably the most extensive testing of melee crit mechanics the community has ever done.

It’s a shame testing that stuff is such a tedious process
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