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You only build Crit around those weapon or spell that already has high crit chance. not something like 5% or 7% UNLESS you are able to hit many times with that weapon.
I mean who cares if each projectile is only 20%, when your firing hundreds of projectiles
What's the sacrifice to reach 50%? Because this is a problem, right? You can't be everything. You can't have all rest at 75% at the same time a lot of critical chance, and damage, and health, and mana, and everything else, you need to give up on something to make another something better.
In this case, to reach 90% you need so many things that you'll end up sacrificing damage or something else, that's why people are running with 75%-80% res because 90% isn't worth it. Same thing with armor, to have good armor you need something like 20k or 30k, something absurd that takes pretty much your entire build, so people would rather go 10k ES.
Based on that, how much sacrifice are we discussing when we see a 50% flat CC? By the way, yeah, attack speed and a lot of projectiles mitigate the lack of CC.
The biggest issue is that contrary to poe1, there are no diamond flasks in poe 2, so you can't really make your crits lucky, which was a big part of crit builds in poe1.
No different then any other build, you just get different stats on your gear. The biggest change is you use a high crit weapon base and your weapon has +crit which is a FLAT boost, not percentage boost which is then magnified by gear and skills
Just like any build you have synergy and stack and leverage the ♥♥♥♥ out of it
Qtrstaff 1 = 10% base crit chance
Qtrstaff 2 = 14% base crit chance
That difference alone made my crit chance go from 38%ish to 51%ish and even a helm that had +30% crit couldn't even compete.
I'm sure it's because one is multiplicative and the other additive, but i'm not going to pretend I can math.
Well what is 300% added to 10% vs 14%
10% + 300% = 30% chance
14% + 300% = 42% chance