During one of the numerous and verbose ranger vs monk "discussions" in guild chat on IRC, the topic of melee crit rates came up. Since I have close to 100 MB of combat logs I did some digging and came up with some numbers. None of the mobs included were immune to melee crits, meaning no golems, undead, etc were included. The fights were across several different zones such as DHK, MielechC, Everchill, etc. All data was taken during the last month. I can't be 100% certain that I was at 10% crit mods at all times, what I am certain of is that I was at at least +8% crit mods with +10% being far more likely.
Total fight time: 4 hours, 24 mins
Attack type, number of total hits, crits (including finishing blows but not cripples), crit %
Kick: 104, 8, 7.7%
Crush: 1492, 139, 9.3%
Pierce: 15891, 1619, 10.2%
Slash: 21805, 2173, 10.0%
Combined: 39292, 3939, 10.02%
My parser doesn't properly capture crippling blows but they are relatively scarce, somewhere in the 1-2% range.
I long ago finished all the AAs that would add to my critical hit rate. I've heard it said that crit mods cap at 10%. From the data above, it would appear that melee crit rates are hard capped at 10%. This would mean that once you've gotten all the melee crit AA's, you would need only a 3% crit mod item at most to reach the hard cap. Most of the players that I've spoken with were under the impression that the crit mod cap of 10% would stack with innate crit rates (warrior melee, ranger archery, monk flying kick, etc) as well as with melee crit AAs.
My question is: are melee crit rates hard capped and things are working as intended or is this something that needs to be reviewed?
Any input from the devs will be appreciated.
Total fight time: 4 hours, 24 mins
Attack type, number of total hits, crits (including finishing blows but not cripples), crit %
Kick: 104, 8, 7.7%
Crush: 1492, 139, 9.3%
Pierce: 15891, 1619, 10.2%
Slash: 21805, 2173, 10.0%
Combined: 39292, 3939, 10.02%
My parser doesn't properly capture crippling blows but they are relatively scarce, somewhere in the 1-2% range.
I long ago finished all the AAs that would add to my critical hit rate. I've heard it said that crit mods cap at 10%. From the data above, it would appear that melee crit rates are hard capped at 10%. This would mean that once you've gotten all the melee crit AA's, you would need only a 3% crit mod item at most to reach the hard cap. Most of the players that I've spoken with were under the impression that the crit mod cap of 10% would stack with innate crit rates (warrior melee, ranger archery, monk flying kick, etc) as well as with melee crit AAs.
My question is: are melee crit rates hard capped and things are working as intended or is this something that needs to be reviewed?
Any input from the devs will be appreciated.