Quote (Bigheaded @ Dec 8 2021 10:46am)
https://forums.d2jsp.org/topic.php?t=80541143&f=74above is the old study done on it.
Short story:
Clubs/Daggers ~1% chance to crit
Staffs/Swords ~3% chance to crit
Axes ~10% chance to crit
Casting ~25-33% chance to crit
You can also add dex points for clubs/swords to increase it's chance to crit, but the damage lost is not made up by the amount of crit, for example changing from a 50 strength charm to a 50 dex charm with clubs is significantly worse damage.
Same thing for adding strength to staffs/daggers.
From my own testing and my interpretation of the topic:
Each +critical strike on your item increases by 1% each, so +10 critical strike on your charm when you use a club should boost you upto 10-11% chance to crit.
+10 crit when casting improves to 35-43% chance to crit.
Wow! Thank you so much! Of the many informative helpful posts I’ve read this might be the most helpful 2 me.
It’s weird/unexpected to me that daggers have so low crit, I woulda thought if it wasn’t the same for all, then daggers woulda had most. In most games daggers are the crit weps.
I’m glad axes have a good boost to crit, they deserve it, 50/50 is a worse split than 90/10
It’s fokin cray toonme that casting has such a higher crit rate! I had no idea! After the profenshinsea contest ends ima try casting out. It legit seems the best, even if ur attacks require mp. Ur stat points seem to go furthest with int
Str - melee dmg - 1 thing
Dex - melee dmg - 1 thing
Int - casting dmg, heal strength, magic defense, mana pool, mana regen - 5 things
Vit - health, health regen, physical defense - 3 things
This crit info Makes me wanna make my next pally / monk / rogue hybrids.
Edit: also thought of this, casting has 2 unique mod effects Mind Numb and Elemental masteries while melee has only 1, power shot
This post was edited by MrBlTCHES on Dec 8 2021 02:43pm