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I advise leaving critcal multiplier as it is, even on a ranger build with high crit chance but no multiplier bonus it's kind relevant to have a base 150%, less than that and enemies won't even feel it.
Those are my main concerns, you're free to agree or disagree and I'm not expecting you to change the mod just because I said so, but give it a thought at least.
Can't agree with crit progression tho.
Crit chance is MUCH MUCH more valuable than crit multiplier since it's essentially the condition behind which the multiplier lies, that's why all crit chances increase are of 1% at a time. As for the reason why lower crit multiplier progression from +5% to 2 or 3 just kills both scoundrel and warrior, they are diffrent:
(have to split my response in 3 part because of lenght)
1) Which certain skills did I unfairly nerf and why? And which certain builds were be "killed" by my decisions?
I tested the next builds: 2H-Melee Knight; Archer; Mage (Fire + Earth & Water + Air); Necromancer (still strong lol); Battlemage (with two single-handed weapons and staff); Summoner (I tested elemental summoner: it's strong, even in Arx); Spearman; Cleric (but as a support build for DD-builds like 2H-Knight or Archer). All of these build was quite useful.
2) Almost all builds lead to 50-100% crit. chance and deal much more damage. 150% base itself is perfectly fine, I agree with you; but crit cap with 150% base is so high that you destroy enemies in 1-2 turns during late-game. Maybe I should nerf unique items (with +two-handed, crit. chance and +scoundrel bonuses), but revert 150% base crit. OR nerf +crit bonus from Scoundrel or Two-Handed skill (from +3% to 2% for example).