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 or less, when the minimum damage is close to zero. Increased Critical Strikes Support. Mana Multiplier: 115%Requires Level 8Supports any skill that hits enemies.Per 1% Quality: Supported Skills have +(1-1.9)% to Critical Strike ChanceThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Apr 04, 2019 The debates on which of the attributes is more important can't seem to cease. Hence, here's a formula for you guys: Each time you add 1%CHC it means that your output damage increases by CHD.DMG per 100 rounds shot Each time you add 1%CHD it means that your output damage increases by CHC.DMG per 100 rounds shot Lets say CHC - your current character's Critical Hit Chance CHD. Critical strike of damage over time. You can scale the size of the burn by scaling the initial hit of the spell that applies it. Other interactions with RF is that elemental damage does scale the dmg that RF deals but it will not scale the dmg of a burn from another spell. Example - you cast fireball and it crits/ignites the enemy.
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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Lucky crit rolls visualized in a tree diagram.
Luck is a mechanic that rolls a number twice, with Lucky rolls applying the best result, and Unlucky rolls applying the worst result. https://hsrhat.weebly.com/cisco-anyconnect-secure-mobility-client-download-mac.html. Modifiers that state when Damaging refer specifically to damage ranges, and not related mechanics such as accuracy or critical strike chance.[1]
- 2Calculations
- 3Related items
- 4Related passive skills
Effectiveness
Critical Hit Damage Poe
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 or less, when the minimum damage is close to zero, but will have a much weaker effect when the minimum damage is closer to the maximum.
Calculations
Binary Rolls
Either roll can make the hit critical, so your critical strike chance on the solid line will be increased to the dash-dotted line on lucky rolls.
More specifically, the lucky critical strike chance can be calculated from the following formula:
For example, the lucky critical strike chance for an default critical strike chance of 40% could be calculated as follows:
Critical Hit Dmg Poe Free
It should be noted that these calculations neglect the effect of accuracy on critical strikes.
This is a problem that can be solved with conditional probability.
Let A be the default critical strike chance on the first roll, then the chance to NOT crit on the first roll is:
(1) |
If the roll failed the die will be cast a second time with the same probabilities. The chance to crit on the second roll is (1) multiplied with A:
(2) |
![Critical Hit Dmg Poe Critical Hit Dmg Poe](/uploads/1/3/4/3/134368851/972576818.png)
https://hsrhat.weebly.com/blog/what-is-a-dmg-file-on-mac. The total probability to get a lucky critical strike is the sum of A and (2).
(3) |
Damage in a Range
Given an integer roll between and , the normal expected value is . A lucky roll has expected value . Note that the last term in this is always between and and therefore is negligible (it is a byproduct of the fact our uniform variable only takes values over the integers.)
How much does lucky improve our expected value - if our minimum damage is then we get a more multiplier. As the minimum damage increases our percentage increase decreases.
Related items
Base items
The following base items are related to Luck:
Item | Item Class | Buff Effects | |
---|---|---|---|
Diamond FlaskLasts 4.00 Seconds Consumes 20 of 40 Charges on use Your Critical Strike Chance is LuckyRequires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters. | Critical Utility Flasks | 27 | Your Critical Strike Chance is Lucky |
Unique items
The following unique items are related to Luck:
Item | Base Item | Stats | |
---|---|---|---|
Coward's Chains Chain BeltRequires Level 22+(9-20) to maximum Energy Shield+(10-15) to all Attributes (20-25)% increased Damage (5-10)% increased Movement Speed Damage from Enemies Hitting you is Unlucky while you are Cursed with Vulnerability You are Cursed with Level 10 VulnerabilityAs a gift or as punishment, the Empire will have your blood. This item can be transformed on the Altar of Sacrifice along with Vial of Consequence | Chain Belt | 22 | +(9-20) to maximum Energy Shield+(10-15) to all Attributes (20-25)% increased Damage (5-10)% increased Movement Speed Damage from Enemies Hitting you is Unlucky while you are Cursed with Vulnerability You are Cursed with Level 10 Vulnerability |
Perquil's Toe Gold AmuletRequires Level 29(12-20)% increased Rarity of Items found+(40-50) to Dexterity (5-8)% increased Movement Speed Lightning Damage from Enemies Hitting you is Lucky Nearby Allies' Damage with Hits is LuckyHe was a lot luckier before he lost this. | Gold Amulet | 29 | (12-20)% increased Rarity of Items found+(40-50) to Dexterity (5-8)% increased Movement Speed Lightning Damage from Enemies Hitting you is Lucky Nearby Allies' Damage with Hits is Lucky |
Lori's Lantern Prismatic RingRequires Level 30+(8-10)% to all Elemental Resistances+10% to all Elemental Resistances (6-8)% increased Movement Speed when on Low Life 31% increased Light Radius +(20-25)% to Chaos Resistance when on Low Life Damage from Enemies Hitting you is Unlucky while you are on Low LifeBy its light, Lori led her young charges to safety and bound up their wounds. Her sword arm was iron, yet her heart gentle and proof against hate. | Prismatic Ring | 30 | +(8-10)% to all Elemental Resistances+10% to all Elemental Resistances (6-8)% increased Movement Speed when on Low Life 31% increased Light Radius +(20-25)% to Chaos Resistance when on Low Life Damage from Enemies Hitting you is Unlucky while you are on Low Life |
Fox's Fortune Wild LeatherQuality: +20% Evasion: (1572-2038) Movement Speed: -3%Requires Level 54, 73 Dex+(20-30) to Dexterity Adds 5 to 12 Physical Damage to Attacks +1500 to Evasion Rating while on Full Life +(400-500) to Evasion Rating (120-150)% increased Evasion Rating 10% increased Movement Speed Damage from Enemies Hitting you is Unlucky while you are on Full LifeFollow your most basic instincts. The rest will come naturally. | Wild Leather | 54 | +(20-30) to Dexterity Adds 5 to 12 Physical Damage to Attacks +1500 to Evasion Rating while on Full Life +(400-500) to Evasion Rating (120-150)% increased Evasion Rating 10% increased Movement Speed Damage from Enemies Hitting you is Unlucky while you are on Full Life |
Related passive skills
Keystone passive skills
The following keystone passive skills are related to Luck:
Name | Stats |
---|---|
Dance with Death | Can't use Helmets Your Critical Strike Chance is Lucky Your Damage with Critical Strikes is Lucky Enemies' Damage with Critical Strikes against you is Lucky |
References
- ↑Mark_GGG (May 13, 2013 4:01 AM). 'p/c new ring lori's lantern'. Path of Exile Forum. Retrieved September 22, 2013.
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