Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
screenshot with some equipment spoilers
Stacking +% damage is usually all additive, so at some point you will want crit bonus (even if the number is lower), just to get a new multiplier. With a fast ranged weapon and some attack speed bonus, you can basically have 100% crit chance with a tier 2 ranged skill in longer fights almost permanently, so crit chance bonus is not that great for boss fights at that point anymore and crit damage bonus becomes your best damage stat.
Minions have a separate crit chance and damage stat listed on their page. Note that crit bonus is only listed if you have some modifier to that stat.
ie: crit chance = 0%, crit damage = 250%, proc "weakness detection" for guaranteed crits? or multiply 0% by 100% for a 0% chance to apply 3.5x damage?
The skill is very ridiculous and a big reason why fast ranged weapons are so much better than the slow ones (at least for bosses where you have time for free DPS). For mages it also grants infinite mana with the %mana from crit tier 2 skill.
i think the RANGED perk applying to MAGIC is actually not intended. it says RANGED attacks. and magic has its very own stat for dmg aswell. indicating that it is meant to be a seperate thing on its own. magic attacks are currently probaly still labeled ranged attacks for code but probaly arent meant to do that as the synergy with this perk is way too powerful compared to anything else as it makes critchance stacking fully uneeded.
then on the other hand a melee build based on the new stormbringer TOOL outperforms any melee weapon in the game currently by a mile. so maybe balance is none of thier concerns to begin with^^
But yeah it makes magic way too strong (it basically has 2.5 full skill trees right now) and combat balance in the game quickly dissolves after early game, which is one of the biggest downsides for me in the game. If you want to make some efficient build, you quickly overshoot it completely and makes everything explode without putting much thought into it and it usually involves "just attack quickly", since so many things benefits fast weapons more and there is nothing that benefit slow weapons more. The choices look either like "better for fast weapons" or "equally good for slow and fast", which makes building pretty boring.