A lot of people agree on the following: once you reach 50% critical chances (without The Thief), you might want to try the Shadow mundus stone (increase critical damage done)
Hope that helps
A lot of people agree on the following: once you reach 50% critical chances (without The Thief), you might want to try the Shadow mundus stone (increase critical damage done)
Hope that helps
I would counter that increasing base damage might be more useful as you always get Base Damage. But, the increase in Crit Damage is a percentage on top of a percentage. So, in other words, you get say 10% more Crit Damage, and you have a base of 1000, you do 1600 damage. But, if you increase your base damage by 10% to 1100 then you get 1650 from your Criticals, along with the extra base damage when you don't.
In any event, it is easy to swap out Mundus stones and see what works better for you.
Waffennacht wrote: »I was wondering, at exactly 50% is the shadow or the apprentice a better mundus choice?
I should know this by now but can someone definitely confirm whether the Thief gives a critical chance percentage or a critical chance rating figure, ie does it have the same impact on critical chance at lvl 20 as it does at VR16???
Waffennacht wrote: »I was wondering, at exactly 50% is the shadow or the apprentice a better mundus choice?
Not enough information to advise. To answer that question you would need to look at your spell damage first. Consider the apprentice, with no divines it gives 166 spell damage. So if your spell damage is at say 3000 then you'll lose 5% spell power to gain 12% spell critical damage 50% of the time, which would probably lead to higher DPS. If your spell damage is closer to say 1600 then you'll be giving up 10% spell power to gain 12% spell critical damage which would probably lead to lower DPS
RapturousRex wrote: »What does critical rating mean? Is that jusy yhe % chance of hitting with a critical?