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On the heels of my successful Thorns Barb, I continue to look for more novelty builds. The first was going to be an Invulnerable build based on Dodge and Block which quickly went by the wayside when I discovered the best I could do is about 75% dodge and 50% block - hardly invulnerable. Then I noticed how crit chance can stack very quickly on a Barb and thus the UberCrit Barb was born.
I discovered that Barbs have a cap at 80% normally and 90% with WotB. DH are capped at 75% without SS for those of you curious. Using a Skorm and Weapons Master is for babies. I'm going 2H IK Mighty Weapon for their ludicous dps and novelty. It mght sound ridiculous to gear up that high without a Skorn, but with the inherent crit on HotA and +crit chance items on 2H, SoJ and Mara's Kaleidoscope, it *is* possible to hit the cap without the Weapons Master passive. I've already put a lot of thought behind the UberCrit barb, but there were many great suggestions in my Thorns Barb thread that I thought I would come back here and pick your brains for fun things to do with a Barb running 80%/90% CC. |
UberCrit Barb
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How did you discover that cap out of curiosity?
As for fun things to do with a crit barb...... No ideas. |
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@nuhertz I equipped gear and activated all of the skills that increased Crit Chance. The display stopped moving once I hit 80% except when I activated WotB at which point it moved past 80%. Between Overpower, Revenge and Weapon Master mace/axe you only need 51% crit on your gear to see the cap for yourself (30% from shield, amulet and gloves, 24% from bracers, helm and rings gets you there). The DH required nearly perfect crit gear plus Caltrops Bait the Trap.
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@ecocd, good luck with your build, sounds fun. Are you saying blizzard caps crit chance at 80%?? that's a pretty surprising finding if true. I did some math and it seems pretty easy to get to 100% (actually, you could get to 117% total, see below).
My question is, what is the theoretical max for Crit damage with a maxed crit chance setup? Seems pretty neat. ------------------------ Passives (53%) inherent - 5% revenge - 10% for 12 seconds, needs to be hit to proc overpower - 10% for 5 seconds, but pretty easy to sustain WOTB - 10% can sustain with ToC Battle Rage - 3% Weapons Master - 10% Ruthless - 5% Gear (64% total) Nat's sight - 6% Nat's bloody footprints 2 set bonus - 7% amulet - 10% ring 1- 6% ring 2 - 6% pants - 1% belt - 1% gloves - 10% shield - 10% bracers - 6% Weapon (sever) - 1% |
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@eleganthobo I was pretty disappointed with the gap, too, but I can understand it from a developer's standpoint. A lot of game mechanics start breaking down with 100% critical hit rate. In fact, I'm hoping they break down at 90%. ;-)
You missed 3% from Scoundrel. It caps at 80% for Barbs and 75% for DH. I don't have any other clvl 60 characters. I bet they did the melee/range split so Monks & Barbs are 80% and DH, WD, Wizard are 75%. I don't see any +CC skills for the WD, Monk. Frost-Nova Deep Freeze would be a way to test whether the Wizard is capped at 75% assuming you have either a 4.5% CC Nat's Helm (conceivably in my budget) or 4.5% CC Nat's Ring (not conceivable). Maybe I'll give it a try when I get a clvl 60 Wizard. It might be easier to statistically determine it using +CC on a skill and recording crits/non-crit attacks. There's no way for the Monk or WD to hit the CC cap with just gear (as your list notes) and skills. With an infinite budget, they would be able to get over 75% CC on a particular skill. Monks can get +7% CC on Wave of Light and Tempest Rush on Spirit Stones, SoJ and Mara's Kaleidoscope. A 6% CC Nat's Ring, 6% CC +7% on TR Spirit Stone, 10% CC +7% CC on TR Mara's Kaleidoscope, 7% CC on TR on SoJ would give a total of 77% CC on Tempest Rush (though that Mara's Kaleidoscope doesn't exist). You could do the same with Acid Cloud for a WD. |
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Not sure if you factored it in, but Wiz also has Energy Armor/Pinpoint Barrier for an extra 5% Crit Chance (I use that specifically now for archon farming).
This is an interesting exercise. I'll be following it. |
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Does anyone know how the proc coefficients work with Battle Rage - Into the Fray? Whirlwind's proc coefficient is 0.13. Does that mean that I get 2 Fury for every cirt (15 Fury * 0.13 ~= 2 Fury) or do I get 15 Fury 13% of the time?
Weapon Throw's 1.0 Proc Coefficient would make even an 80% CC, let alone a WotB-fueled 90% CC easily go infinite with BR-ItF. If you can spam BR every second, then it would take 2 Crits / second to keep WotB thrive on Chaos up which seems like a pretty tall order. If only Weapon Throw cost 13 Fury instead of 10. Mind you, that doesn't mean I won't be looking into buying a nice Three Hundredth Spear tonight... |
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For what it's worth, UberCrit Barb almost goes infinite without No Escape. I shouldn't have much trouble getting a decent Weapon Throw Belt at which point, I think I'll try No Escape and maybe Battle Rage - Bloodshed.
Don't get me wrong, the build is crap for damage, but you sure do throw a lot of axes with an Echoing Fury / three hundredth spear on WotB. A lot of axes. |