Core Keeper

Core Keeper

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SkullNoise Sep 6, 2024 @ 8:43am
Critical hits....
Before i delve into the bits of making a build,what is the bonus power gave from a critical hit?
Originally posted by glass zebra:
It is 50% extra damage. If you get any crit damage increase, you can hover over the stat in your character sheet and it will tell you what you have + the base value (which is noted as 50%);
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.
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Showing 1-8 of 8 comments
Ray Sep 6, 2024 @ 8:48am 
50% extra dmg but it can be increased with stats for crit dmg.
Last edited by Ray; Sep 6, 2024 @ 10:57am
sanguinae666 Sep 6, 2024 @ 9:14am 
I think it starts at 50% additional damage but it could be increased with equipment, pet passives, maybe some of the skill tree passives and buff items.
Last edited by sanguinae666; Sep 6, 2024 @ 9:14am
The author of this thread has indicated that this post answers the original topic.
glass zebra Sep 6, 2024 @ 10:49am 
It is 50% extra damage. If you get any crit damage increase, you can hover over the stat in your character sheet and it will tell you what you have + the base value (which is noted as 50%);
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.
Last edited by glass zebra; Sep 6, 2024 @ 10:55am
Phleet Sep 6, 2024 @ 10:55am 
i got a knock-on question for this one, ranged skill's "increase crit chance by 100%", does that increase your current crit chance by 100% of the value, or increase your crit to 100% for 3 seconds?

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?
Last edited by Phleet; Sep 6, 2024 @ 10:57am
glass zebra Sep 6, 2024 @ 10:57am 
Originally posted by Phleet:
i got a knock-on question for this one, ranged skill's "increase crit chance by 100%", does that increase your current crit chance by 100% of the value, or increase your crit to 100% for 3 seconds?
To 100%. If you attack quickly enough, you will basically have 100% crit chance permanently in longer fights (except if you have a bad roll chain). The arcane staff + 60% speed pretty much never lets the buff expire for me as long as I can attack.

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.
Last edited by glass zebra; Sep 6, 2024 @ 11:00am
SkullNoise Sep 6, 2024 @ 11:06am 
thank you guys for your answers!
Nerevar Sep 6, 2024 @ 11:56am 
Originally posted by glass zebra:
Originally posted by Phleet:
i got a knock-on question for this one, ranged skill's "increase crit chance by 100%", does that increase your current crit chance by 100% of the value, or increase your crit to 100% for 3 seconds?
To 100%. If you attack quickly enough, you will basically have 100% crit chance permanently in longer fights (except if you have a bad roll chain). The arcane staff + 60% speed pretty much never lets the buff expire for me as long as I can attack.

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^^
glass zebra Sep 6, 2024 @ 12:04pm 
Originally posted by Nerevar:
Originally posted by glass zebra:
To 100%. If you attack quickly enough, you will basically have 100% crit chance permanently in longer fights (except if you have a bad roll chain). The arcane staff + 60% speed pretty much never lets the buff expire for me as long as I can attack.

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, but most things are not. 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^^
Magic weapons are either tagged as ranged or melee and it seems "fully intended" (they maybe have not fully thought about the implications on balance). There are multiple things in the game noted as limited to "physical ranged" to limited it's application to the old ranged combat. Magic does not have it's own attack type, but damage type. As you noted mining tools also profit from most melee boni (except attack speed for most drills).

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.
Last edited by glass zebra; Sep 6, 2024 @ 12:08pm
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Date Posted: Sep 6, 2024 @ 8:43am
Posts: 8