You are wrong about how the mechanic works. Critical avoidance is rolled after the crit already happened. When the enemy has 30% crit chance, they will crit 30% of the time, you have 50% chance to avoid the crit that already happen. Thus having 100% critical avoidance always avoids the crit, regardless of the value of the crit chance.

Not sure if you have the formula handy with you, but just out of curiosity are you saying 10% crit avoidance will always give the defender a 10% chance against a crit no matter how much crit strike they have? or if the attacker has 600% crit chance it reduces that 10% chance by some. I know at 100% crit avoidance its impossible to crit without some vulnerability debuff but I just figured anything under 100% could have some diminishing returns.


Critical Strike Mod Apk


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A critical strike is a hit which is intrinsically multiplied by your critical strike multiplier and has a chance to occur on any hit. The chance to critically strike is governed by your critical strike chance. By default, critical strikes of the appropriate elements will inflict elemental ailments.

Crit roll: A value between 0 and 99.99 is rolled when a skill is used or triggers, determining the critical strike chance required by hits to become critical strikes during the crit check. (Note: if critical strike chance is lucky, this value is rolled twice, and the lower number is used).

Crit check: Each hit's crit chance is calculated independently. This value is then checked against the crit roll; if the crit chance exceeds the crit roll, the hit will become a critical strike.[1] Due to conditional crit chance modifiers such as Assassin's MarkAssassin's MarkCritical, Spell, Curse, Mark

Level: (1-20)

Cost: (16-33) Mana

Cast Time: 0.50 secRequires Level 16Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.Cursed enemies have a 100% chance to grant a Power Charge when slain

Hits against Cursed Enemies have +1.5% to Critical Strike Chance

Hits against Cursed Enemies have +(30-49)% to Critical Strike Multiplier

Cursed enemies grant (65-600) Life when Killed

Cursed enemies grant (25-80) Mana when Killed

 

 Additional Effects From 1-20% Quality: 

 Cursed Enemies have a (0.25-5)% chance to grant a Power Charge when HitPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. or Brittle, critical strike chance can differ between enemies or hits.

Additional critical strike chance (i.e. additional crit, additional base crit) adds to base crit before any percentage increases. Sources can include Brittle, Assassin's MarkAssassin's MarkCritical, Spell, Curse, Mark

Level: (1-20)

Cost: (16-33) Mana

Cast Time: 0.50 secRequires Level 16Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.Cursed enemies have a 100% chance to grant a Power Charge when slain

Hits against Cursed Enemies have +1.5% to Critical Strike Chance

Hits against Cursed Enemies have +(30-49)% to Critical Strike Multiplier

Cursed enemies grant (65-600) Life when Killed

Cursed enemies grant (25-80) Mana when Killed

 

 Additional Effects From 1-20% Quality: 

 Cursed Enemies have a (0.25-5)% chance to grant a Power Charge when HitPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., Increased Critical Strikes SupportIncreased Critical Strikes SupportCritical, Support

Icon: s

Level: (1-20)

Cost & Reservation Multiplier: 120%Requires Level 8Supports any skill that hits enemies.Supported Skills have (60-117)% increased Critical Strike Chance

Supported Skills have +2% to Critical Strike Chance

 

 Additional Effects From 1-20% Quality: 

 Supported Skills have (1-20)% increased Critical Strike ChanceThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket., Assassin's Deadly Infusion, Rigwald's CurseRigwald's Curse

Wereclaw TalismanTalisman Tier: 2

Requires Level 28+(24-36)% to Global Critical Strike Multiplier+7% to Unarmed Melee Attack Critical Strike Chance

Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills

Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee Skills

Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee SkillsCorruptedI once thought the First Ones were just

stories made to scare children.

But I've seen what they can do. I've felt it.

And now I must live with that terrible knowledge., or Seething FurySeething Fury

Viridian JewelLimited to: 1(10-15)% increased Attack Damage while holding a Shield

+0.15% to Off Hand Critical Strike Chance per 10 Maximum Energy Shield on Shield

+4% to Off Hand Critical Strike Multiplier per 10 Maximum Energy Shield on ShieldCorruptedIt took the Bloody Flowers Rebellion to show the clans of Ezomyr the truth;

What kept them apart was just a fabrication.

Conjured rivalries from men who grew fat from the discord they sowed.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..

Finally, other modifiers such as increases to critical strike chance modify the total of the base and additional crit. For example, if the player is using a weapon with 5% chance to crit, and has +1% to Critical Strike Chance and 50% increased Critical Strike Chance, hits will have a 9% chance to crit.

Critical strikes cause hits to deal "extra damage" compared to a non-critical strike, the magnitude of which is determined by critical strike multiplier (i.e. crit multi). Extra damage dealt by the crit is calculated by simply subtracting 100% from the crit multi value. For example, a character with 350% Critical Strike Multiplier deals 250% extra damage, or 3.5x the damage of a non-critical strike. Player characters have a base crit multi value of 150%. Monsters have a base crit multi value of 130%.[2]

The opposite of crit multi, You take #% reduced Extra Damage from Critical Strikes or its boolean form Take no Extra Damage from Critical Strikes reduces a percentage of extra damage from critical strikes.[4] Similar numerical modifiers stack additively and are capped at 100% reduced extra damage from critical strikes, which is equivalent to no extra damage from critical strikes.

Damaging ailments (bleeding, poison, and ignite) inflicted via critical strikes do not scale with crit multi by default, but inherently have +50% to Damage over Time Multiplier, which stacks additively with other sources of Damage over Time Multiplier stats.[6] Allocating the Perfect Agony Keystone allows critical strike multiplier to scale the Damage over Time Multiplier value.[7]

Greetings,

There is one major question I have with the Magus, now I already know when a Magus critical hits and confirms with their melee weapon and it is charged with a touch spell, that spell also critical hits for double damage (No matter the Critical modifier on weapon). But there is the Magus Arcana: Critical Strike, that I am curious of; can a Magus do an Spell Strike and if they critical confirm, do their damage and then cast the Touch Spell after the strike?

Critical Strike (Su): Whenever the magus scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day. The magus must be at least 12th level before selecting this arcana.

I'm just a little unsure what you're asking here. Are you wondering if you could cast a touch spell, deliver it through Spellstrike, crit with that attack, and then cast another touch spell and deliver it with Critical Strike? If so, the answer should be yes.

This arcana basically allows the magus, once per day, to cast a spell per the Quicken Spell rules, without altering the level of the spell - but only a touch spell, and only after successfully confirming a critical hit.

More importantly, since Spellstrike does not consume an action, but instead gives the magus an alternate method of delivering his touch spells, doing so would actually grant him an additional melee attack in his attempt to deliver the second touch spell.

-Magus crits on the roll for the weapon touch attack; Just a quibble: the weapon attack from spellstrike is a normal attack, not a touch attack. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Xaratherus Feb 12, 2013, 02:52 pm DesolateHarmony wrote: Xaratherus wrote: ...

-Magus crits on the roll for the weapon touch attack; Just a quibble: the weapon attack from spellstrike is a normal attack, not a touch attack. Thank you, corrected my mistake.Magi can't do what I had originally typed until they hit 9th level and take Accurate Strike. ;)

-Magus crits on the roll for the weapon touch attack; Just a quibble: the weapon attack from spellstrike is a normal attack, not a touch attack. Thank you, corrected my mistake.Magi can't do what I had originally typed until they hit 9th level and take Accurate Strike. ;) The only flaw with that, is you would not be able to use Critical Strike, because Accurate Strike takes up the swift action to use. Critical Strike requires the spending on the swift action. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) Xaratherus Feb 12, 2013, 03:41 pm RavanPyreloft wrote: Xaratherus wrote: DesolateHarmony wrote: Xaratherus wrote: ... ff782bc1db

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