đŸ’„ Crit Damage is a dead stat now!

yeah but D3 just took an extreme lazy way to use it.

that’s why people where/are so obsessed with hitting insane numbers. only ever seen that in D3 (i don’t play MMO’s so not sure if people are as obsessed getting to see a damage number in the trilions)

only seen D3 putting so much emphasis on 1 affix (and they also scrapped statpoints because jay wilson didn’t like it)

If your 10k “big” number makes everything that does 70 damage useless, I’ll take the 100

Besides it’s not like a single target DPS skill, everything has Crit, it was either the option they opted in for or the other one which I was kinda suggesting and that’s add a penalty to Crit for everything outside center to AoE skills

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Yep. All they needed to do was start with D2’s itemization and combat systems and expand outward. Everything would be fine.

Even after they released D4 in its broken state, they merely needed to make other damage types multiplicative so they’re on par with crit and vuln.

At this point, it’s perfectly obvious, any changes that require any true amount of work, simply won’t happen. Blizzard’s version of “fixing” D4 will constantly revolve around the path of least resistance, so the game will never be great. Will it get better? Sure, but that really isn’t saying much.

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Calling crit a dead stat may be a bit dramatic. Pretty sure their intent was to make it so that every build wasn’t just stacking crit and vuln and then some fancy unique effect.

Crit and Vuln output may be reduced but they’re supposedly lowering monster HP to rebalance that. So crit and vuln are moving down and other things are moving up to meet in the middle. That’s the way I understood it anyways.

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So why not buff other damage modifiers to make them on par with vuln and crit, then adjust monster difficulty to compensate?

That isn’t the problem. They wanted other damage modifiers to be on par with vuln and crit, which makes perfect sense, but they did it in a way where crit damage and crit chance no longer make any sense at all. If you get 50% crit chance and 50% crit damage, you should have a 50% chance to deal an additional 50% damage, just like the text reads and just like every other game in existence, but in D4, that isn’t the case.

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Calling crit a dead stat may be a bit dramatic

Nah. It is a dead stat. Much weaker now than “+% close dmg” or “+% elemental dmg”.

Let’s say the average crit chance is 40%.

A “+20% crit damage” affix only applies to 4 attacks out of 10. This means an 8% increase in dps if there are no other contributing factors.

The “+% close dmg” affix applies to almost all enemies every time. So you need only “+8% close dmg” affix to have the same DPS improvement than a “+20% crit damage” affix provides.

This is a dead stat. A blind man can see that. A dog could calculate that.

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It is dramatic, most folks will still roll Crit chance on gear just to get the 50% multiplier. Especially on builds that can’t have Overpower.

Probably because they think its more like diablo 2 and that’s a good thing?? (Crit=deadly strike). Except crits didnt work for spells


Pretty much every MMO I played players were obsessed with big numbers. This is why things like DPS meters are always brought up.

And D3 didn’t get into the trillions because of crit. The game had it from the beginning (as I recall) long before anybody could hit a trillion. The damage got that high because they introduced a bunch of multiplicative damage sources. Like sets with (x)8000% damage. The key to high damage in D3 was to stack as many of those sources as you could. Sure you stacked crit too but if you just stacked crit and none of those other sources you would do crap for damage.

mate we are calling Crit DMG a dead stat, not crit chance :smiley:

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and that’s why i quit D3 and never looked back. it kept going from bad to worse. then RoS came out but the damage was done.

If I have a unique which is pretty good, but has 20% less additive, due to one being crit damage, I wouldn’t call the item dead.

It’s a big overreaction. Yeah, if it doesn’t reach other additives in terms of number, surely something like close damage will be better.

You can basically cherry pick now. Random rare drops with Crit Damage, why not put it when you have 40 Crit chance. You’ll swap it later when you find better additives.

Tho I can admit the nerf was kinda uncalled. It’s not tragic, just a whatever stat.

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Stop this lame whataboutism. Noone calls items dead.

The critDMG affix is dead.

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Not sure how it made the gameplay mediocre. Getting 10,000 damage vs 100 is obviously not as impactful to someone playing the game that isn’t a mathematician.

D2 didn’t have critical strike.

I’m not sure how crit made anything else useless. Plenty of folks have beaten all the game content just as the game was previously. I used poison, which the DOTs cant even crit. The shuffling around of numbers wasn’t needed.

Yes it did. Deadly strike is literally a 100% crit damage mod.

It’s always 100% extra physical damage. The only thing gear changed was your DS chance.

There was also critical strike that did the same thing but their chances were multiplicative for the same effect.

Gotta love it when sorc players try to explain d2 like they know it to a barb player who gets critical strike on their weapon masteries lol.

Step 1 - Unequip your Heart of the Barber
Step 2 - Unequip your vuln & crit
Step 3 - Try your character

???

I mean it’s not like we’re making stuff up you know, post 80 every 4 or so levels monster HP got ~10x bigger than before, that amount of exponential HP gain could only be challenged by cheap power sources like Barber Heart or Crit

Crit damage and Vuln damage are exactly the same as they were before, the only difference is there is a cap when both occur together. And they vaguely addressed OP and said “trust me bro” it scales better.

The base damage formula still requires both and both are still multiplicative in the formula.

The only difference you are going to see is when you crit something that has vuln applied it will be capped to a .8 bonus total from both of those buckets together as opposed to their full values.

Now yes there is a point where taking Vuln may be worse than just using your crit bonus alone if high enough.

Of course seasonal hearts gave increased power. That’s what seasons are for, and the next vampire stuff will do the same. Why would I unequip anything? Getting crit chance as high as possible is a normal goal for any game like this