I’m having a hard time believing that 10 or even 20% less crit chance wouldn’t make a significant difference to DPS. Having 90% crit chance doesn’t mean what some people think it means. It’s not absolute like 100%. At 90% crit you may crit less than 90% of the time because each hit has a 10% chance to not crit. You are not guaranteed to crit 90% of the time. At 100% you are guaranteed a crit 100% of the time (unless using an ability that doesn’t crit or the crit is somehow mitigated).
I got 5 numbers out of a random number generator from 1-100 and two out of the 5 were over 90 and three were over 85. This means that if this were me killing something in 5 hits, and I had 90% crit chance, 40% of my hits would not be crits, not 10%. That increases to 60% if my crit chance was 85%. Now I understand this is going to be different every time, but there’s going to be a difference in DPS vs guaranteed crits.
Why do you think in WoW people used to have to get to the hit cap (where it was impossible to miss vs. boss npcs) otherwise their dps would be a lot lower. Even if you were 2% miss chance your dps would suffer more than 2%. Here we’re not missing but we’re doing at least 30% less damage with each non-crit.
In Guild Wars there’s no real measurement of DPS so you can’t see the difference it makes but trust me it makes some difference. In a fight vs normal mobs you probably wouldn’t care but on a tough boss fight or in a fight where time is essential it will make a difference.
I don’t know about level 80 but in the 30s I have maintained a critical chance of about 78-80% which can be buffed up to 98-100% by keeping the fury buff up from arcing slice. Here’s how I did it:
My healing, utility, and elite skills are all signets. I got the trait “Deep Strike” which requires 10 points in Arms. This trait gives you a bonus +40 precision for each unactivated signet, for a total of 200. At my level this nearly doubles my crit chance.
Can someone verify whether or not this works at 80?