I'd go ahead and replace the critical ring, seeing how the stats/%stats from an endgame 3rd-tier ring tends to exceed the +10% min. crit dmg bonus from the crit. ring.
If you're interested in knowing why, there's many posts on SouthPerry that demonstrate the math behind it and explain why it tends to be true for most cases.
http://www.southperry.net/showthread.php?t=15&page=57
http://www.southperry.net/showthread.php?t=71811
http://www.southperry.net/showthread.php?t=70442
Ideally, I think it's best to avoid obtaining crit. rate from regular potential, inner ability, and character cards as there's far better alternatives (e.g. Buff Duration, Boss Damage for IA; completing a 3-card set bonus more easily).
As mentioned in the post above, get a Decent SE glove (preferably an entirely separate glove that you can cast+switch, if you are able to complete ranked dojo) for the 10% crit. rate and 15% max. crit dmg.
And there's always bonus potential for weapons if you need small crit. rate boosts, but neither is it easy to obtain, nor is it as reliable as the former options.
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