Critical Strikes: Difference between revisions

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Whenever you use a [[Skills|skill]] or attack, you have a chance to deal a '''Critical Strike'''.
#REDIRECT[[Critical strike]]
 
'''Critical Strikes''' are rolled on a per-action basis, not per-monster. So each time you use a skill, the Critical Strike roll is made once and only once. If you roll a Critical Strike, you will deal Critical damage to all enemies hit by the skill.
 
Critical Strikes do more damage than normal, based on your Critical Strike Damage Multiplier. All characters have a base Critical Strike multiplier of 150%, meaning a critical strike does 150% of normal damage. This multiplier can be increased with various skills and modifiers on items.
 
For instance, with a multiplier of 250%, if you deal a Critical Strike with attack that normally does 100 damage, you will instead deal 250 damage.
 
The chance to deal a critical strike is taken from the weapon used to perform an attack or attack skill, and in the case of [[Spells|spells]], each spell has it's own critical strike chance, which is listed in the [[Skills|skill]] gem's description.
 
This value can be increased by increased critical strike chance modifiers from spells and gear. For example, if you are using a weapon with 5% chance to crit, and you have 50% increased critical strike chance, you will have a 7.5% chance to score a critical strike.
 
Critical chance can not be less than 5% nor more than 95%.
 
Critical Strike Chance and Critical Strike Damage Multiplier are calculated separately for each spell and weapon attack. All weapons and damage-dealing spells have a base Critical Strike chance listed on them. This only affects your chance to critical for attacks made with that weapon or spell. For instance the critical strike chance on a wand does not affect your chance to critical with a spell.
 
Current '''Basic Passives''' affecting Critical Strikes are:
*Critical Strike Chance
*Critical Strike Damage Multiplier
*Spell Critical Chance
*Weapon-Specific Critical Strike Chance
*Weapon-Specific Critical Strike Damage Multipliers
*One-Handed and Two-Handed specific Critical Strike Chance & Damage Multipliers
 
Also, the Marauder has several '''Basic Passives''' for:
*Reducing Enemy Critical Strike Damage Multipliers
 
Current '''Major Passives''' affecting Critical Strikes are:
*Adders Touch (Critical Strikes with Daggers [[Damage Types|Poison]] the enemy, 66% Increased Critical Strike Chance for [[Daggers]])
*Arcane Potency (30% Increased Critical Strike Chance for [[Spells]], 20% Increased Critical Strike Damage for [[Spells]])
*Assassination (40% Increased Critical Strike Chance, 20% Increased Critical Strike Damage Multiplier)
*Bloodthirst (45% Increased Critical Strike Chance)
*Cruelty (30% Increased Critical Strike Damage Multiplier)
*Deadly Draw (40% Increased Critical Strike Damage Multiplier with [[Bows]])
*From the Shadows  (12% Increased [[Damage Types|Physical Damage]] with [[Daggers]], Additional 25% increased Critical Strike Chance with Daggers)
*Hammerblows (Additional 25% increased Critical Strike Chance with Two-Handed Melee Weapons, Knocks Back Enemies if you get a Critical Strike with a Staff)
*Heartpierce (60% Increased Critical Strike Chance with [[Bows]])
*Heartseeker (30% Increased Critical Strike Damage Multiplier)
*King of the Hill (Knocks Back Enemies if you get a Critical Strike with a [[Bows|Bow]])
*Mental Acuity (35% Increased Critical Strike Chance for [[Spells]], +30 [[Intelligence]])
*Powerful Blast (Knocks Back Enemies if you get a Critical Strike with [[Wands]])
*Spell Power (40% Increased Critical Strike Damage Multiplier with [[Spells]])
*Twin Terrors (Additional 75% increased Weapon Critical Strike Chance while [[Dual Wielding]])
 
The [[Resolute Technique]] Keystone removes the chance for Critical Strikes.

Latest revision as of 18:58, 9 June 2016

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