CriticalDamageBonus Ref /63
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Bow Attacks fire an additional Arrow
+(20–25)% to Critical Damage Bonus
Bow Attacks fire 3 additional Arrows
Gain (20–30) Life per Enemy Killed
Gain (12–18) Mana per Enemy Killed
+(15–25) to Evasion Rating
(10–15)% increased Critical Damage Bonus
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 250%
+(30–50) to maximum Life
(20–30)% increased Critical Damage Bonus
Life Flasks do not recover Life
On-Kill Effects happen twice
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
+(20–30)% to Critical Damage Bonus
+(20–30) to maximum Mana
(30–50)% increased Critical Spell Damage Bonus
+(13–17)% to Chaos Resistance
10% increased Mana Cost of Skills
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.

Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Body Armour: Hits against you have (40–50)% reduced Critical Damage Bonus

Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Helmet: +1 to Level of all Minion Skills
Gloves: (25–29)% increased Critical Damage Bonus
Boots: 30% increased Movement Speed
Ring: (50–59)% increased Mana Regeneration Rate
Amulet: (19–21)% of Damage taken Recouped as Life
Belt: +(254–304) to Stun Threshold
Quiver: (43–50)% increased Damage with Bow Skills
Soul Core of Ticaba
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon, a Body Armour or a Shield to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Wolf Talisman
Stack Size: 1 / 10
Place into an empty Rune Socket in Gloves or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Warpick
Physical Damage: 18-24
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 22, 41 Str
+(5–10)% to Critical Damage Bonus
Battle Pick
Physical Damage: 35-47
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 51, 91 Str
+(5–10)% to Critical Damage Bonus
Thane Mail
Armour: 245
Evasion Rating: 223
Base Movement Speed: -0.04
Requires: Level 80, 67 Str, 67 Dex
Hits against you have (15–25)% reduced Critical Damage Bonus
Strife Pick
Physical Damage: 49-66
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 78, 163 Str
+(5–10)% to Critical Damage Bonus
+25 to Dexterity
20% increased Critical Damage Bonus
25% increased Critical Damage Bonus
+10 to Intelligence
15% increased Critical Hit Chance
100% increased Critical Damage Bonus against Enemies that are on Full Life
25% increased Critical Damage Bonus
Hits against you have 25% reduced Critical Damage Bonus
60% increased Critical Damage Bonus
25% reduced Global Defences
+25% to Critical Damage Bonus against Stunned Enemies
25% increased Critical Damage Bonus
+10 to Strength
20% reduced Critical Damage Bonus
50% increased Critical Hit Chance
60% increased Critical Damage Bonus
20% reduced Critical Hit Chance
+1 to Maximum Power Charges
15% increased Critical Spell Damage Bonus
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Hits against you have 20% reduced Critical Damage Bonus
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Ascendancy: Gemling Legionnaire
Character: Mercenary
For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Bifurcated Critical Hits
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
Crit Resistant
Hits against this Monster have 80% reduced Critical Damage Bonus.
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.