Critical Hit Chance - Am I reading this wrong?

I was experimenting with a critical hit build with the Mercenary, and some support gems are a bit confusing.

There are two different wordings when it comes to support gems that affect critical hit chance:

- "Gain #% increased critical hit chance" (ex: Inevitable Critical)
- "Have #% more/less critical hit chance" (ex: Excise)

My understanding was that the first wording is a multiplier applied to the base crit chance, whereas the second means a flat percentage added to the total. For instance, considering a 5% base crit chance with a crossbow, a "gain 10% increased critical hit chance" would bring the total crit chance to 5,5%, but a "have 10% more critical hit chance" would make it so the final crit chance was 15%.

However, in-game it seems both effects work the same, simply as multipliers to the base crit chance.

Is this intentional, or am I simply misunderstanding the way critical hit chance works? If so, maybe an adjustment in wording for these critical hit support gems could help clarifying the issue.

Last bumped on Dec 16, 2024, 11:58:30 AM
I could also be misunderstanding, but if you look at the node "Struck Through" on the ranger tree it says "Attacks have a +1% chance to critical hit chance" and this indeed increases the flat base of crit chance.

I believe that the "more" keyword basically is a secondary multiplier applied after the additive multiplier.

base_chance * additive_multiplier * more_chance_1 * more_chance_2... etc for each "more" you have.

so in the case of 5% chance, 10% increased, and 10% more I expect it to be

5% * 1.10 * 1.10 = 6.05% chance

I might be wrong!!
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Weaver#3527 wrote:
I could also be misunderstanding, but if you look at the node "Struck Through" on the ranger tree it says "Attacks have a +1% chance to critical hit chance" and this indeed increases the flat base of crit chance.

I believe that the "more" keyword basically is a secondary multiplier applied after the additive multiplier.

base_chance * additive_multiplier * more_chance_1 * more_chance_2... etc for each "more" you have.

so in the case of 5% chance, 10% increased, and 10% more I expect it to be

5% * 1.10 * 1.10 = 6.05% chance

I might be wrong!!


You are correct, a flat increase will have something like "+X% Chance to Crit", with the + sign being key. % increase is a multiplier of your total base crit, and is additive with other sources of % increase.

% More mods are each their own multiplier. They are only additive within their own source. (IE. If skill says it gets 100% More damage for each power charge spent, the power charge's 100% are additive with each other, but multiplicative with all other mods)
Ah, I see. The word "more" threw me for a loop there.

Thanks for the explanations!
the explanations are correct, and this wording is universal in the game, the words "increased/reduced" and "more/less" are used very deliberately and always tell you how a stat interacts with your character.


all sources of "increased/reduced" are added together and then applied. sources of "more/less" are applied separately from each other and sources of increased/reduced.


30% more of something will always take the value you currently have and give you 30% more of it.



this wording will be consistent for everything, armour, crit, damage, life, any stat youll see this wording.

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