CriticalDamageBonus Ref /79
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Requires: Level 25
(20—30)% increased Mana Regeneration Rate
+(30—50) to maximum Life
+(30—50) to maximum Mana
(100—200)% increased Critical Hit Chance
+(60—100) to Stun Threshold
You have no Critical Damage Bonus
Requires: Level 33, 26 Dex, 26 Int
(15—20)% increased Movement Speed
+(10—20) to Intelligence
+1 to Maximum Power Charges
Requires: Level 28, 52 Dex
+50% Surpassing chance to fire an additional Arrow
+(20—25)% to Critical Damage Bonus
Gain (20—30) Life per enemy killed
Gain (12—18) Mana per enemy killed
+(250—330)% Surpassing chance to fire an additional Arrow
Requires: Level 45, 56 Dex
(60—80)% increased Evasion Rating
(20—30)% increased Critical Hit Chance
5% increased Attack Speed
+(10—20) to Dexterity
Your Critical Hit Chance cannot be Rerolled
Your Critical Damage Bonus is 250%
Requires: Level 16, 13 Dex, 13 Int
+(30—50) to maximum Life
(20—30)% increased Critical Damage Bonus
Flasks do not recover Life
On-Kill Effects happen twice
Requires: Level 27, 35 Str
(60—100)% increased Armour
(20—30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
Requires: Level 55, 97 Str
+(20—30)% to Critical Damage Bonus
Requires: Level 38, 68 Str
(100—150)% increased Physical Damage
+(10—15) to all Attributes
Gain 30 Life per enemy killed
Hits with this Weapon have no Critical Damage Bonus
This Weapon's Critical Hit Chance is 100%
Requires: Level 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 65, 114 Str, 63 Dex
Cannot load or fire Ammunition
(300—400)% increased Physical Damage
Hits with this Weapon have no Critical Damage Bonus
(20—40)% reduced Cooldown Recovery Rate
Gain 1 Explosive Rhythm every (2—3) times you use a Grenade Skill
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
(200—300)% increased Physical Damage
+(20—30)% to Critical Damage Bonus
(12—22)% increased Attack Speed
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
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
Wolf Idol
Stack Size: 1 / 10
Emergent Vigour
Limited to: 1 Ancient Augment
Requires: Level 60
Body Armours: Gain Maximum Energy Shield equal to 50% of total
Strength Requirements of Equipped Armour Items
Strength Requirements of Equipped Armour Items
Carved Tenacity
Warpick
Physical Damage: 18-24
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
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: 1.3
Requires: Level 51, 91 Str
+(5—10)% to Critical Damage Bonus
Thane Mail
Runeforged Thane Mail
Armour: 259
Evasion Rating: 236
Base Movement Speed: -0.04
Runic Ward: 64
Requires: Level 80, 67 Str, 67 Dex
Strife Pick
Physical Damage: 49-66
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 163 Str
+(5—10)% to Critical Damage Bonus
Rune of Consistency
Stack Size: 1 / 10
Limited to: 1
Requires: Level 15
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.
+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
60% increased Critical Damage Bonus
+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
Recover 5% of maximum Mana when you consume a Power Charge
20% increased Critical Damage Bonus
30% increased Stun Buildup
15% increased Critical Spell Damage Bonus
Druid: 10% increased Critical Damage Bonus
Druid: 10% increased Damage
Druid: 10% increased Area Damage
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
15% increased Critical Spell Damage Bonus
Archon recovery period expires 30% slower
Requires The Unseen Path
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.
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.
Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



































