Critical Ref /167
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%.
+(0–40) to Armour
+(0–30) to Evasion Rating
+(0–20) to maximum Energy Shield
+(0–60) to Accuracy Rating
+(0–30) to maximum Life
+(0–20) to maximum Mana
(0–20)% increased Rarity of Items found
(0–30)% increased Critical Hit Chance
+(0–10) to Strength
+(0–10) to Dexterity
+(0–10) to Intelligence
+(0–10)% to Fire Resistance
+(0–10)% to Cold Resistance
+(0–10)% to Lightning Resistance
(0–6) Life Regeneration per second
(80–100)% increased Armour
(30–50)% increased Critical Hit Chance
+(20–30) to Intelligence
Leech from Critical Hits is instant
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
25% reduced maximum Mana
+(13–17)% to Chaos Resistance

(80–100)% increased Spell Damage
Gain (10–15) Mana per Enemy Killed
+(20–30) to maximum Energy Shield
(15–30)% increased Skill Speed
(20–30)% increased Critical Hit Chance
(30–50)% increased Damage
+(10–15) to Spirit
+(60–100) to maximum Mana
+30 to Spirit
30% increased Light Radius
Critical Hits ignore Enemy Monster Elemental Resistances
(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
Your Critical Hits do not deal extra Damage
(10–20)% increased Movement Speed
+(40–60) to maximum Life
+(60–80) to Stun Threshold
+25% to Thorns Critical Hit Chance

+(10–15) to Dexterity
+(20–30)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
+(200–400) to Accuracy Rating
(30–50)% increased Critical Hit Chance
Skills have a (100–150)% longer Perfect Timing window
+(20–30) to maximum Energy Shield
(60–80)% increased Spell Damage
+10 to Intelligence
+(7–13)% to Chaos Resistance
+(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%
(60–100)% increased Energy Shield
(30–50)% increased Critical Hit Chance
+(10–20) to Intelligence
+(20–30)% to Cold Resistance
Cannot Regenerate Mana if you haven't dealt a Critical Hit Recently
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
(20–30)% increased Critical Hit Chance
+(13–17)% to Chaos Resistance
Equipment and Skill Gems have 50% reduced Attribute Requirements
(50–80)% increased Energy Shield
(10–15)% increased Rarity of Items found
(20–30)% increased Critical Hit Chance
+(10–20)% to Lightning Resistance
+(50–100) to Accuracy Rating
(15–25)% increased Critical Hit Chance
+(20–30)% to Critical Damage Bonus
+(3–5)% to Critical Hit Chance
(15–20)% increased Attack Speed
(25–40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
+(20–30) to maximum Mana
(30–50)% increased Critical Spell Damage Bonus
+(13–17)% to Chaos Resistance
10% increased Mana Cost of Skills
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Lightning Exposure on Critical Hit
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
(400–500)% increased Armour
(-5–-1)% to all Maximum Elemental Resistances
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
+(200–300) to Accuracy Rating
100% increased Critical Hit Chance
(30–60) Life Regeneration per second
Can't use Body Armour
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
(20–30)% increased Critical Hit Chance
(20–30)% increased Light Radius
You have Consecrated Ground around you while stationary
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy
+(20–25) to Evasion Rating
+(10–15) to maximum Energy Shield
+(10–20) to Strength
+(10–20) to Intelligence
+(4–6)% to Critical Hit Chance
Arrows Fork

Loads an additional bolt
+5% to Critical Hit Chance
(15–25)% increased Reload Speed
trigger reload infusion on reload [1]
(60–100)% increased Energy Shield
+(60–100) to maximum Life

+(5–8)% to Critical Hit Chance
+(15–25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(70–100)% increased Evasion Rating
(10–20)% increased Rarity of Items found
+(15–25)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]
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 Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
[DNT-UNUSED] Not a claw attack, more like a bite
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
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.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
[DNT] Hunt em down
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.

Stack Size: 1 / 10

Stack Size: 1 / 10

Stack Size: 1 / 10
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Lesser Vision Rune
Stack Size: 1 / 10
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Stag Talisman
Stack Size: 1 / 10
Place into an empty Rune 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 socketable items.
Ulaman's Gaze
Limited to: 1 Abyssal Eye
Requires: Level 60
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 38, 68 Str
Mail Breaker
Physical Damage: 19-44
Critical Hit Chance: 15%
Attacks per Second: 1.5
Weapon Range: 1
Requires: Level 45, 45 Dex, 45 Int
Visceral Quiver
Requires: Level 65
Disintegrating Maul
Physical Damage: 93-114
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 62, 109 Str
Ruination Maul
Physical Damage: 113-138
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 79, 163 Str
25% increased Critical Hit Chance with Traps
Arrows gain Critical Hit Chance as they travel farther, up to
60% increased Critical Hit Chance after 7 metres
60% increased Critical Hit Chance after 7 metres
+15 to Strength
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
100% increased Critical Hit Chance against Enemies that are on Full Life
15% increased Critical Hit Chance
30% increased Damage if you've dealt a Critical Hit in the past 8 seconds
12% increased Critical Hit Chance
+10 to Intelligence
15% increased Critical Hit Chance
20% reduced Critical Damage Bonus
50% increased Critical Hit Chance
60% increased Critical Damage Bonus
20% reduced Critical Hit Chance
10% reduced Critical Hit Chance
melee critical strike chance +% when on full life [20]
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
20% increased Critical Hit Chance
20% increased Mana Regeneration Rate
15% increased Accuracy Rating
20% increased Accuracy Rating
Attacks gain increased Accuracy Rating equal to their Critical Hit Chance
30% reduced Damage
50% increased Critical Hit Chance against Enemies that are on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
Enemies Blinded by you have 50% reduced Critical Hit Chance
50% increased Critical Hit Chance against Blinded Enemies
Enemies you Mark cannot deal Critical Hits
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
Mastery: Ritual
20% increased Pin duration
Pinned Enemies cannot deal Critical Hits
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
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: Stormweaver
Character: Sorceress

Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Gemling Legionnaire
Character: Mercenary
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk

Trigger Elemental Expression on Melee Critical Hit
100% increased chance for Essences found in your Maps to add Speed modifiers
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
Brittle
Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
Sustained Skills
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
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.
Effective Chance
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
Spirit Of The Cat
Players possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Extra Crits
Monster has 300% increased chance to Critically Hit.
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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.