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What kind of critical chance is possible WITHOUT passives?


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#1
andy6915

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Despite being in the middle of a mage playthrough, I'm already planning my rogue really early. I need to decide how worth it critical chance increasing passives are. I remember they were worthless for Hawke in DA2, because how high Hawke's could get. I remember hitting 70% per hit by halfway through act 2, and it was at about 93% by the end of the game. That made passives that increased the critical chance rather... Unnecessary. But I don't know if that's the case for DAI with how leveling has changed to not allow you to just put attributes where you want.



#2
Lazarillo

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My latest playthrough is a Mage, and he's currently rocking a critical hit rate of more than 60%, I'd imagine Rogues can do even better, though since attributes work pretty differently in this game, it might not be that much of a difference.



#3
c0bra951

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High-level schematics and materials can let you boost the crit chance quite a bit.  My bow for Sera or Cole, from a Perseverance schematic (Black Emporium) has a +46% crit chance.



#4
Lebanese Dude

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Crit mage is best mage.



#5
NextGenCowboy

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Rogues obviously get the highest, due to their schematics Utility slot offering (in most cases) an extra chance for Cunning. Unforgiving Chain (if you take it) kicking in until they crit, and positioning allowing for crits more often.

 

Mages have plenty of chance to raise crit%. Some staffs, not even those you build, come with +40% or higher built into them. Some helmets can bump it as high 7%, with nothing else equipped, and armor can boost it another 5-7% just from Cunning score alone. That means you can get +60%, without your innate +5% from just Cunning on your armor, and a solid staff. That can go even higher if you're building stuff yourself, and using the actual Critical% on offensive slots (Cunning does give Ranged defense though, which is nice on a Mage, depending on your spec/playstyle).

 

If you roll with Varric, on an Artificer Inquis (or both) you can get a +5% chance, or 10% chance (with both) on top of all of that. Meaning it's not only possible, but quite likely, that by mid-game, you can end up with a Crit Chance above 70%, which is more than you'll ever really need. That will proc Flashpoint more often than you can actually use it (due to Flashpoint's cooldown time). At that point, the only use in raising it is trying to squeeze out a couple more crits, for bonus damage. The main mage priority is Flashpoint, and that's taken care of around 50-55% usually (lower if you're using Energy Barrage).

 

With Varric, or an the Artificer spec, you want a crit chance higher than 50%. You want an innate crit chance as high as possible. Pushing that to 70%+ is recommended if you want to take full advantage of the class' ability to deal damage.