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
:
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(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.