Quote:
Originally Posted by twisty
|
There is a very long thread, but it covers it
here if you scroll down to the +critical bonus section.
"Damage Spell Critical chance is effectively just another damage modifier. Damage spell crit is an effect that is being widely applied to all manner of mage items now (sometimes as high as 10 crit per slot). It will soon be very easy to cap damage spell crit chance. If you find yourself sitting over cap, it would be worth your time looking for other attributes to boost your dps rather than wasting potential dps with even more damage spell crit.
Spell crits are linear. This means that you will gain exactly the same raw damage by increasing your damage spell crit % from 50% to 51% as you would by increasing it from 1 to 2%. Spell crits cap at 100%.
When a spell crits, it will deal 1.3 times the damage. However, if the lower end of the damage range falls below MaxDmg +1, it will be rounded up to MaxDmg+1, such that the damage range will become: MaxDmg + 1 to MaxDmg * 1.3.
If you had your spell crit rate at 100%, you would be seeing on average a straight 36.9% increase to the damage of your spells (before +spell damage is added). This would result in a close to 36.9% increase in your dps (at 0% crit) - but how close is dependent on the amount of +spell damage you have (as the added +spell damage portion can not critical).
This means that 1% crit equates to an average 0.37% increase to your damage and dps. If you start at 0% damage spell crit, and raise it to 50% damage spell crit chance, for example, you would see gains to your damage and dps of close to 18.5% (again exact number is dependent on the amount of +spell damage you use)."