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Regarding critical damage with the revamp
Question over this new system, posted it over in the 1.2.318 thread as well.

This is using Brawler/Marauder calculations, but this also applies to other classes.

With a base of 5% Critical chance doing 120%-150% damage, you get an additional 20% chance to both the chance and the minimum damage, so with just Critical Punch, we'd have 25% Critical chance of doing 140%-150% damage.

What doesn't make sense with this, is that many classes can get higher minimum damage than maximum when using SE. For example, SE raises 30% minimum Critical damage, so technically, Critical Range would be 170%-150%. Would it just be 150%-150% or would it just go to 170%? Can someone test to see what happens?
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Regarding critical damage with the revamp - by OrangeGuy - 2010-06-25, 10:27 AM

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