Good Crit Chance?
O.o
I’ve got 41% and I crit just about every hit.
Aim between 40-65%. Otherwise you start to kitten yourself.
“Please stop complaining about stuff you don’t even know about.” ~Nocta
Thanks for the advice
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
Holy crap that’s actually really great, how much is your ferocity?
50% is after all in the middle.
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
If that’s your crit chance without fury, then you probably have some gear with precision as a main stat? With a thief, you are better off maxing power for more dmg. My crit chance is around 60%.
Well, consistent is 100% >_>
Practically, there’s a cap at 100% crit, so you’d be better off spending your points elsewhere if you can hit that with buffs. Fury gives a flat 20%, and you’ll have an additional 5% from Keen Observer pretty often, so I’d hesitate to push my sheet crit chance above 75%.
Taking the occasional Precision banner and Side Strikes into account, and 67% base is more than sufficient. That’s about 2080 base Precision, and a pretty good target to hit before buffs.
mines 48% before food/oil and fury buffs. seems to work well, i feel like i crit more than not
IT depends on the build. Most builds 40 percent is plenty. There are some builds such as those that use IP and lots of on crit procs that are better off with higher.
As example in a p/p build using IP off the CS line. Every shot a crit when fury up Using sundering strikes an unload can load as many as 8 stacks of Vulnerability on. That helps make up for the sacrifice in power to get that higher crit chance. I can trait pistol mastery and practiced tolerance and gain a good supply of health from the latter and damage from the former.
My own Crit chance base is 80 percent with 200+ damage from ferocity in one build (I have a few thieves). In that build I have tried a lower rate with more power and find that the higher crit rate does not lose a LOT in the way of power overall and better rewards that IP health inflow which I find is important in the p/p build. (It does not fare that bad when using the s/d weaponset either which is my alternate)
The effectiveness of Crit Chance diminishes when it goes over 30%-40% simply because you are sacrificing Power and Ferocity when you go above that.
If you goal is to trigger an “On Crit” effect, going as high as you can in Crit Chance is ideal.
However, if you want to deal high amount of damage, you’ll need to consider the amount of Power and Ferocity you have.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
It depend highly on what is your build and where are you using it.
If you are a D/P thief in WvW, you have way too much precision and you should focus more on ferocity and power. You should be using the trait that give you 100% crit chance from stealth so precision shouldn’t be your main focus.
If you are in PvE dungeon you also have way too much precision. 73% is the sweet spot (banner + fury will bring you to 100%, 65% if you expect rangers with spotter and 62% if you plan on using food with precision in it). If you are using the meta thief, you should even be less than that because a lot of trait boost your crit chance in some situation, so make sure that you took that into account.
Now if you are in PvP, using a Sword build or are soloing content, then its different and it come to what fit you best.
I think Executioner is better once you have above 50% and good access to Fury actually.^^
Plays completely opposite professions to his main Teef.
I think Executioner is better once you have above 50% and good access to Fury actually.^^
It depend where and what you play. As a D/P or D/D thief in WvW you focus on sustain in stealth and burst dmg. With Hidden killer you can get a mix of valkyrie and zerker gear to get you a minimum survivability, while sacrificing almost no dmg at all. Keep in mind that in WvW the thief is looking to fight 1vs1 or 1vsgroup. You will have to fight for a long period of time while the enemy is high in life.
In sPvP, that’s not the same situation. As a D/P thief you role is to finish ppl off. You are using your mobility to chase ppl with low hp and finish them, executioner is far better in that situation. Fight are faster as ppl can’t drag them by moving away from you, they need to defend their node.
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
Holy crap that’s actually really great, how much is your ferocity?
My ferocity is 761 so im not sure if that would be balanced… I still feel really weak when I play my thief
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
Holy crap that’s actually really great, how much is your ferocity?
My ferocity is 761 so im not sure if that would be balanced… I still feel really weak when I play my thief
That’s because you maybe lacking Power. Compare your build to a full Berserker, this build sacrifices 20% crit chance to gain over 300 power.
That 300 power translate to 200 damage when using CnD. Assuming that the average damage gain from 300 power is 100dmg, then you’re missing 500dmg per weapon set. That’s why you feel weak.
Not to mention, the difference in Power and damage is more significant if you compare the two Backstabs. This is why power builds are sometimes better than high crit chance.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I think Executioner is better once you have above 50% and good access to Fury actually.^^
It has less to do with crit chance in that range and more to do with what you’re trying to kill. In sPvP you’re trying to +1 and kill tanky characters that have already been fighting for a bit, so Executioner is clearly better, it helps a ton in finishing off targets. In WvW you’re mostly hunting squishy targets – eles, rangers, and mesmers – that will down in one hit if you successfully land a critical backstab while they’re below 50%, so Executioner adds very little – most of the damage it adds ends up being overkill damage.
Granted if you have a 40% crit chance HK is going to be pretty clearly better and an 80% crit chance Executioner is superior, but when you’re in the 50-60% base crit chance range most gear sets will put you at the above logic is more salient.
The thing about Executioner is it also adds Damage multiplier to AA, Heartseeker and even Shadow Shot, you don’t need to rely on just backstabs and having to wait for init regen. You can go with Valkyrie gear if you go for hidden Killer, but not all eles and rangers are squishy – not so easy to spike, while relying on backstabs to crit.
I often run Panic Strike and I think it works well, even without such a high crit chance.
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)
What drives me crazy is the question if critchance and Ferocity round off/up.
1% critdamage are 15 Ferocity.
On my own build in wvw (signature) I have 720 Ferocity = 48% critdamage. But what happens when I have 730 Ferocity. Will it count 49%, 48,66666667% or 48% (which would be 10 useless points in Ferocity)?
Same with Precision. I have 1781 precision = 45,19047 critchance. Are the 0,19074 useless or maybe even round up? So many questions ^^-
——> for the ones to lazy to search it: Critical Chance = (Precision – 832) / 21
(edited by Coronit.9432)
What drives me crazy is the question if critchance and Ferocity round off/up.
They round up to the nearest 1% – also, remember that after the NPE went in that your base Precision is 926 now, so your crit chance is now (Precision – 842) / 2100.
Frustratingly, your character sheet rounds to the nearest 1%, not up, so the critical chance displayed there might not actually be what your real chance is in game.
EDIT – Just did some exhaustive Ferocity testing. While Precision does round as described above, Ferocity does not – it does not round at all.
(edited by Ensign.2189)
What drives me crazy is the question if critchance and Ferocity round off/up.
They round up to the nearest 1% – also, remember that after the NPE went in that your base Precision is 926 now, so your crit chance is now (Precision – 842) / 2100.
Frustratingly, your character sheet rounds to the nearest 1%, not up, so the critical chance displayed there might not actually be what your real chance is in game.
… So it IS rounded? All the points in Precision that do not change the “%” displayed are wasted, then?
What drives me crazy is the question if critchance and Ferocity round off/up.
They round up to the nearest 1% – also, remember that after the NPE went in that your base Precision is 926 now, so your crit chance is now (Precision – 842) / 2100.
Frustratingly, your character sheet rounds to the nearest 1%, not up, so the critical chance displayed there might not actually be what your real chance is in game.
Are you sure? When I look at the precision from my guard right now, he has 1387 precision = 26%. With -832 i get to that number, with -842 i get to 25%…
So when I have 49,51 critchance, it actually counts on full 50% (shown as 49%ingame)?
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
60% is the maximum for Thieves.
You get +12% from Traits, +20% from Fury and +8% from either banner of discipline (Warrior) or Spotter (Ranger) for a nice +40% + 60% = 100% critical chance. Anything above 60% and you will be wasting your precision when in a good/organized group.
Can someone tell me what can be considered a good or at least consistent crit chance for a thief? Right now I have 79-81% crit chance on mine and feel like I’m over shooting it big time.
Holy crap that’s actually really great, how much is your ferocity?
My ferocity is 761 so im not sure if that would be balanced… I still feel really weak when I play my thief
Post your build here bud:) use this http://gw2skills.net/editor/?fZAQBAA
… So it IS rounded? All the points in Precision that do not change the “%” displayed are wasted, then?
It is definitely rounding in the engine.
It’s not quite that – some of the points that don’t change the displayed crit % are wasted, and some of them are not. The game itself and the character sheet both round, but in different ways – the game rounds up, while the sheet rounds to the nearest.
Are you sure? When I look at the precision from my guard right now, he has 1387 precision = 26%. With -832 i get to that number, with -842 i get to 25%…
So when I have 49,51 critchance, it actually counts on full 50% (shown as 49%ingame)?
I’m very sure. I tested this pretty extensively after the NPE patch to make sure.
Your guard has 1387 precision = (1387-842)/2100 = 25.9524%, which the character screen rounds up to 26% (the nearest whole 1%)
For clarity, to get 50% base crit chance:
1882 precision translates to 49.52% crit chance. The game will display 50%. Your real crit chance will be 50%.
1881 precision translates to 49.48% crit chance. The game will display 49%. Your real crit chance will be 50%.
1872 precision translates to 49.05% crit chance. The game will display 49%. Your real crit chance will still be 50%.
(edited by Ensign.2189)
… So it IS rounded? All the points in Precision that do not change the “%” displayed are wasted, then?
It is definitely rounding in the engine.
It’s not quite that – some of the points that don’t change the displayed crit % are wasted, and some of them are not. The game itself and the character sheet both round, but in different ways – the game rounds up, while the sheet rounds to the nearest.
Are you sure? When I look at the precision from my guard right now, he has 1387 precision = 26%. With -832 i get to that number, with -842 i get to 25%…
So when I have 49,51 critchance, it actually counts on full 50% (shown as 49%ingame)?
I’m very sure. I tested this pretty extensively after the NPE patch to make sure.
Your guard has 1387 precision = (1387-842)/2100 = 25.9524%, which the character screen rounds up to 26% (the nearest whole 1%)
For clarity, to get 50% base crit chance:
1882 precision translates to 49.52% crit chance. The game will display 50%. Your real crit chance will be 50%.
1881 precision translates to 49.48% crit chance. The game will display 49%. Your real crit chance will be 50%.
1872 precision translates to 49.05% crit chance. The game will display 49%. Your real crit chance will still be 50%.
Thank you for the clarification. Might I ask if this applies to Ferocity conversion to Critical Damage as well?
Thank you for the clarification. Might I ask if this applies to Ferocity conversion to Critical Damage as well?
I just tested this pretty exhaustively. The character screen rounds your critical damage, but the game does not – all the decimals you get from doing exact calculations are preserved in the real damage numbers.
Thank you for the clarification. Might I ask if this applies to Ferocity conversion to Critical Damage as well?
I just tested this pretty exhaustively. The character screen rounds your critical damage, but the game does not – all the decimals you get from doing exact calculations are preserved in the real damage numbers.
So if you have, say, 252 Ferocity, which equals to 166.8% Critical Damage (in the sheet it’s shown as 167%), and your base attack should do 1000 damage, you will deal 1668 damage on a critical hit, am I right?
So if you have, say, 252 Ferocity, which equals to 166.8% Critical Damage (in the sheet it’s shown as 167%), and your base attack should do 1000 damage, you will deal 1668 damage on a critical hit, am I right?
That’s what the data I collected earlier tonight suggested, yes.
There’s some misinformation about the crit chance and crit damage.
What we do know is that the “display” of stats are rounded up/down.
What we don’t know is if the odd numbers are actually “wasted”.
So if a 10.536475% is displayed as 10%, we do not have factual information if 10% or 10.536475% are used for calculations.
The most ridiculous thing about this discussion is the topic is about 1% — I mean seriously?
If you want that extra 1%, just apply a stack of vulnerability. My point is, min-maxing is ridiculous and waste of time since you can never tell the difference during combat.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
If you want that extra 1%, just apply a stack of vulnerability. My point is, min-maxing is ridiculous and waste of time since you can never tell the difference during combat.
Speak for yourself. This is like saying that Exotic=Ascended because “meh, what are 5% more stats after all?”.
In a competitive environment, which is the one I prefer and play in, I want everything maxed. You maybe will not be able to tell the difference after 1 fight, but after 100 fights you can easily see the advantages of slight increases in your damage/survivability.
If you want that extra 1%, just apply a stack of vulnerability. My point is, min-maxing is ridiculous and waste of time since you can never tell the difference during combat.
Speak for yourself. This is like saying that Exotic=Ascended because “meh, what are 5% more stats after all?”.
In a competitive environment, which is the one I prefer and play in, I want everything maxed. You maybe will not be able to tell the difference after 1 fight, but after 100 fights you can easily see the advantages of slight increases in your damage/survivability.
Exactly.
And ascended – exotic difference is around 10% if I´m informed correctly. But even 5% can make a lot off different in high competitiv gameplay. Thats why I ike pvp.
The more 1% maxing you get, the more it will notice with the time. It adds up.
A little bit old (berserker exotic back, ascended armor availabe) but the point is given.
And yeah, the point here is about 1% critchance, but remember about how many saying ascendedstats-differece would be trivial at most. But the difference is there :/
If you want that extra 1%, just apply a stack of vulnerability. My point is, min-maxing is ridiculous and waste of time since you can never tell the difference during combat.
Speak for yourself. This is like saying that Exotic=Ascended because “meh, what are 5% more stats after all?”.
In a competitive environment, which is the one I prefer and play in, I want everything maxed. You maybe will not be able to tell the difference after 1 fight, but after 100 fights you can easily see the advantages of slight increases in your damage/survivability.
You just proved my point. In combat, you can never tell the difference. It would take 100 fights for you to notice that something might be different, but that can mean a lot of other different things.
Besides there’s no Ascended gear in “competitive environment” — WvW can hardly be called “competitive”.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.