CriticalDamageBonus Ref /68
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
+(5—7) to all Attributes
+100 to maximum Life
Allies in your Presence have (30—50)% increased Critical Hit Chance
Allies in your Presence have (30—50)% increased Critical Damage Bonus
Allies in your Presence have (10—20)% increased Attack Speed
Allies in your Presence have (10—20)% increased Cast Speed
50% reduced Presence Area of Effect
(15—20)% increased Movement Speed
(60—80)% increased Evasion and Energy Shield
+(10—20) to Intelligence
+1 to Maximum Power Charges
+50% Surpassing chance to 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
Adds (3—5) to (8—10) Physical Damage to Attacks
(10—15)% increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with Weapons is 7%
(60—80)% increased Evasion Rating
(20—30)% increased Critical Hit Chance
5% increased Attack Speed
+(10—20) to Dexterity
(30—60)% increased Evasion and Energy Shield
+(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 cannot Extract Impale
(20—31) to (31—49) Physical Thorns damage
Adds (39—48) to (69—79) Physical Damage
+(20—30)% to Critical Damage Bonus
Adds (25—36) to (44—55) Chaos damage
Take 100 Chaos damage per second per Endurance Charge
+(20—30) to maximum Mana
(30—50)% increased Critical Hit Chance for Spells
(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 Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time, but also reduce your Critical Damage Bonus.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
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.
Perfect Essence of Seeking
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
Essence of Hysteria
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
Body Armour: (64—97) to (97—145) Physical Thorns damage
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
Shield: (20—24)% increased Block chance
Quiver: (43—50)% increased Damage with Bow Skills
Focus: (41—45)% increased Energy Shield Recharge Rate
Hayoxi's Soul Core of Heatproofing
Stack Size: 1 / 10
Limited to: GenericLimit1
Requires: Level 50
Helmets: +40% of Armour also applies to Cold Damage
Place into an empty Augment Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Limited to: GenericLimit1
Requires: Level 50
Martial Weapon: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Wand or Staff: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Place into an empty Augment Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment 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
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
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
Druid: 10% increased Critical Hit Chance while Shapeshifted
Druid: 8% increased Skill Speed while Shapeshifted
100% increased Critical Damage Bonus against Enemies that are on Full Life
25% increased Critical Damage Bonus for Attack Damage
+25% to Critical Damage Bonus against Stunned Enemies
45% increased Critical Damage Bonus
10% increased Mana Cost of Skills
+10 to Strength
50% increased Critical Damage Bonus against Enemies that have exited your Presence Recently
20% increased Critical Damage Bonus if you've consumed a Power Charge Recently
Recover 5% of maximum Mana when you consume a Power Charge
20% increased Critical Damage Bonus
20% increased Knockback Distance
20% increased Physical Damage
Aura Skills have 12% increased Magnitudes
Druid: 10% increased Critical Damage Bonus
Druid: 10% increased Damage
Druid: 10% increased Area Damage
Projectiles have 40% increased Critical Damage Bonus against Enemies within 2m
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
Projectiles have 20% increased Critical Hit Chance against Enemies further than 6m
25% chance to inflict Daze with Hits against Enemies further than 6m
Hits against you have 20% reduced Critical Damage Bonus
20% increased Armour and Evasion Rating
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
Archon recovery period expires 30% slower
Archon Buffs also grant +50% Critical Damage Bonus
Archon Buffs also grant +30% Critical Hit Chance
30% less Critical Damage Bonus when on Full Life
30% more Critical Damage Bonus when on Low Life
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Hits against you have 100% reduced Critical Damage Bonus
base physical damage reduction rating no display [200]
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
Ascendancy: Blood Mage
Character: Witch
1% increased Critical Damage Bonus per 50 current Life
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
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%.
Pain Attunement
30% less Critical Damage Bonus when on Full Life
30% more Critical Damage Bonus when on Low Life
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.
Crit Resistant
Hits against this Monster have 80% reduced Critical Damage Bonus.
Diamond Arrows
All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
Inevitable Critical Hits
Hits which could potentially be a Critical Hit but do not roll a Critical Hit will re-roll Critical Hit chance until they succeed.

Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
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