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Critical hit

828 bytes added, 19:31, 10 February 2013
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'''Critical hits''' are special types of hits dealt to [[monster]]s (and other players in [[PVP]]). Monsters that die from critical hits usually explode in an especially gruesome [[Death#Special_Death_Animations|death animation]], adding visual fun to the killing bonuses, or are otherwise blasted with the full force of the [[physics]] system, sending them caroming overhead and out of the camera's view.
Critical hits deal a base 50% bonus damage Crits are very important in Diablo 3. The damage '''', and using skills and especially items to raise a character's [[critical hit chance]] (CC) and''''' [[critical hit damage]] (CD) is the percent change best way to increase character damage and performance. Landing crits is also essential to trigger [[procs]] in many skills. Most of scoring the best [[builds]] in Diablo 3 require a fairly high critical hit can both be increased by various skills chance in order to keep the procs functioning to restore resource, reduce cooldowns, heal, and equipmentmore.  Characters have a base 5% crit chance and a base 50% crit damage, <ref> {{cite web | url = http://blues.incgamers.com/Posts/1/1/4/10/7462/deadly-strikecritical-strike#postId_20442 | title = Bashiok on Critical Hits | accessdate = 2010-08-24 | quote = We have Critical Strikes. When you crit it does 50% more damage. Your chance to crit and increase above the 50% are both variable with skills, items, etc.}}</ref>and players aim to increase both figures considerably with equipment and skills. There is no hard and fast rule about how much is enough (it varies by class and build) but (as of v1.06) well-equipped characters generally have 30-50% CC and 300-500% CD, with larger values to both possible with high quality gear. 
==Critical Hit Terms==
There are a few crit hit related gameplay terms that are used as variables on [[item]]s, [[skill]]s and other gameplay effects. It's important to know the difference between them:See the [[CC]] and [[CD]] articles for much more detail on those functions. 
* '''Critical Hit''' / '''Crit''' - The actual event when a critical hit lands. Increased damage and an added effect, depending on the school of damage used.
* '''[[Critical Hit Chance]]''' / '''Crit Chance''' - Chance of landing a critical strike.* '''[[Critical Hit Damage]]''' / '''Crit Damage''' - The actual damage dealt when a Critical Hit has landed.
==Critical Hits in Diablo III==
[[File:Crits.jpg|right|thumb|300px|Crits displayed in yellow text.]]
When the game was first announced in 2008, it was revealed that crits would have a varying effectdealt very different effects depending on their elemental damage type. In This feature was [[dumbed down|removed during development]], but the early developmental phase, they were original plan went as followingfollows:
* '''Physical Damage: '''Deals double damage. Might also and possibly [[knockback, but not confirmed]].
* '''Arcane Damage:''' Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)
* '''Cold Damage: '''Critical hits from cold damage freeze targets for 2 seconds.
* '''Toxic Damage:''' Critical hits from toxic (poison) damage had an unknown bonus. Extra damage over time?
However, this These functions were removed along with the entire system was scrappedof elemental damage from characters, and all critical hits became hits that did (at their base) 150% extra damage. There are no special secondary effects (other than visual) to critical hits in Diablo III, as was planned. Why these were removed is anyone's guess, as it makes elemental damage rather homogeneous on gear, although cold damage does still [[slow]] monster movement speed momentarily.As shown to the right (if the player chooses to display them on the [[interface]]), critical hits are displayed in large yellow numbers which float above the [[monster]] after they take a crit.
===Crit Damage and Chance===
[[File:CHD.jpg|left|thumb|300px|CHD raised through a [[weapon]] and [[gem]].]]
Critical Hit Chance ('''CHC''') and Critical Hit Damage ('''CHD''') can be raised in a number of ways.
 
First and foremost is from items. Many items will grant the player an increased chance to crit. These incremental increases are percentage-based, but also a flat value. So if a player has 5% chance to crit, and they get an [[amulet]] that offers an additional 5% chance to crit, their overall chance to crit will be 10%. CHC is, then, addititive and not multiplicative.
{{clear|both}} 
===Raising Damage Values===
Values for CHD Critical Hit Damage are raised through items, [[skill]]s, and [[passive]] abilities. CHD CD can roll [[affix]]es on specific item types, being the following:
* 1-handed weapons.
* 2-handed weapons.
** An [[Emerald]] socketed in any weapon.
* Gloves
* Rings
* Amulets
* [[Follower]] Specials. (Benefit only the Follower.)* Certain [[Legendary]] items in odd other item slots.
In addition, socketing any weapon with an [[Emerald]] adds additional CHD, ranging from 10% for a Chipped gem to 100% for a Radiant Star gem.
CHC Critical Hit Chance can be found on the following items:
* Bracers
* HelmHelms* RingRings* GloveGloves* AmuletAmulets
* Off-Hand items (such as a [[shield]] or [[mojo]])
* Certain [[Legendary]] items in odd slots.
Many [[skill]]s and [[passive]] abilities also add relevant bonuses, such as (for CHC) the [[Barbarian]] passive [[Weapons Master]] will increase CHC by 10% when wielding an axe. Similarly, the [[Demon Hunter]] passive [[Archery]] adds 50% CHD when wielding a [[crossbow]], but adds 10% CHC when wielding a [[hand crossbow]].These and other such passives are among the most popular in the game. 
===Balancing CHD versus CHC===
* Adding 10% CHD (an increase of 1/6 over previous CHD): 0.7 * 0.25 = '''17.5%''' extra damage
* Adding 5% CHC (an increase of 1/5 over previous CHC): 0.6 * 0.3 = '''18%''' extra damage
Adding 5% CHC is preferable in this case.(Bear in mind that many [[procs]] require critical hit chance to function, which sets a minimum CC that is effective '''''required''''' for that build to function. This varies by the build, but is generally at least 30-35% and may be considerably higher.)             
==Development Archives==
The basic critical hit bonus is still +100% damage, but various skills increase the damage of critical hits, while others increase the odds of critical hits scoring, or cause other effects to trigger when a critical hit is scored. How these will all interact remains to be seen.
 
===Critical Deaths===