Boosting Mcrit rate

Feoh Wizard Started Last reply 19 posts
So im rolling a Feoh as dualclass and i really like it so far :) But as far as i understand it, i need to reach ~320 mcrit rate to max out my critical hits so how do i do that in the cheapest possible way?

I have created a subclass adding 40 critical rate, and tried getting passive augment on my weapon (without success)

How much do i need to spend to get to get passive or active mcrit augment?
What else can i do to boost my critical rate?
Why would there be 500 m.crit as cap ,when u can at (as u say) 320 reach max crit hits ?...i only ask.
As far as i understand it there is no reason to try to achieve a higher mcrit rate then 320 because there is a cap in place that limits the mcrit chance of a skill to 32% so even if you have 500 mcrit rate, it you will still only mcrit 32% of your hits. There is a thread in Juji's Lab regarding mcrits you should read :)
What else can i do to boost my critical rate?

Get some epics (Valakas/Lilith), add to that Istina+Octavis wizard rings; +6 stockings, good talismans; augments; and Noble Wild Magic ability (if you are lvl 99 of course).

As regards augments, getting a passive augment of your choice is next to impossible (you can only hope the Korean Random may smile at you), while an active augment usually takes a few hundreds of life stones (with some luck involved). In general, the chance to get the desired augment is 1/2000 or so.
Hello guys,i am sorry for posting in this older topic,but since i cant post on other topic(http://boards.lineage2.com/showthread.php?t=266108&page=2),i will ask here my question.
Does this m.crit rate cap of 32%,still have value on Odyssey client ?.
Or as Mr.Juji say:Originally Posted by Juji View Post
Update: The devs said that 32% is the maximum critical chance for magic spells and that it is intended for balance reasons. It may change in a future update though.
So is something changed guys ?,or still same ,320 m.crit rate is enough for full (allowed) magic critical hits to land,32%.
Also,is it same for new Sayha seer class ,same rule apply on them ,32% ?.
Sorry for bad english :).I hope someone answer me i really curious about this :);)
Hello guys,i am sorry for posting in this older topic,but since i cant post on other topic(http://boards.lineage2.com/showthread.php?t=266108&page=2),i will ask here my question.
Does this m.crit rate cap of 32%,still have value on Odyssey client ?.
Or as Mr.Juji say:Originally Posted by Juji View Post
Update: The devs said that 32% is the maximum critical chance for magic spells and that it is intended for balance reasons. It may change in a future update though.
So is something changed guys ?,or still same ,320 m.crit rate is enough for full (allowed) magic critical hits to land,32%.
Also,is it same for new Sayha seer class ,same rule apply on them ,32% ?.
Sorry for bad english :).I hope someone answer me i really curious about this :);)

Last I tested (Start of Infinite Odyssey) it was still capped at 33%, hence i went power on all my skills instead of crit chance.
Last I tested (Start of Infinite Odyssey) it was still capped at 33%, hence i went power on all my skills instead of crit chance.
Thanks for reply :).
Last I tested (Start of Infinite Odyssey) it was still capped at 33%, hence i went power on all my skills instead of crit chance.
mixa said in another post that the skill-enchants for WM do ignore the cap. Is that true?
Havent played since 1,5 years, but I'm back in game since a few days now.

Other questions I have about skill-enchants:
- Unleash Hell/Mass Unleassh still as gimp in PVP as it used to be? Does it get better when enchanting Chance or worthless?
- I see Devils Curse/Mass Devil does not have decrease MDEF anymore while assuming Power only does increase the damage? How is landing rate of these skills nowadays, enchant for Chance or Power?
- Fear/Mass Fear = still crap, worth to enchant at all ?
- Magical Charge/Evasion = enchant for Chance?
this is the most lol topic i saw ...
not enought you got double casting ... you want 100% crits :))
woot you wanna be as OP as Yuls ?

**** ... this game is getting depressing .
For u one big LOL.Who say we want more critical ?,i ask only to be sure,i want to know do i need more than +-320m.crit rate ,or not,also does this ''law of crit rate'' is effected on new (crappy)race ERTHEIA(who i hate),or they are some extra ****,and nothing influence them.That is WHAT i WANT to KNOW.I not crying here for more crit rate or anything.
this is the most lol topic i saw ...
not enought you got double casting ... you want 100% crits :))
woot you wanna be as OP as Yuls ?

**** ... this game is getting depressing .

Are you saying its ok for yuls to be op? I say feohs are ok to be OP, if they can hit for 100k+ why not feohs crit like maniacs?!

@AnotherSorc, dont believe everything people post, unless they provide a valid argument, and Devil's Curse decrease m.def by 30%, and Mass DC by 38%.

Bestr regards.
@AnotherSorc, dont believe everything people post, unless they provide a valid argument, and Devil's Curse decrease m.def by 30%, and Mass DC by 38%.
Bestr regards.
Appreciate your answer, but I was talking about Skill-Enchant options, not about what the skill does anyway.
Hello,

is crit rate 320 = chance 32% on critical damage or 500 = 32% and
320 is only (64% from 32%) = 20,48% ??????

TY
Hello,
crit rate 320 = chance 32% to land a critical hit
TY
this.
Let me clear some things up.

M. Crit rate affects both magical basic attacks (nonexistent so far) and magical skills. For magical skills, the critical rate only counts until 320, anything above is ignored. So it doesn't matter if you have 320, 350, 450 or 500, you will crit exactly the same in the long run.
As far as magical basic attacks are concerned, if you have 500 M. Crit. Rate, you will crit every other attack. However, the hands (no weapon equipped) use a physical attack mode and all currently known weapon types also use physical attack modes, so it doesn't really matter.

Fully buffed I easily reach 400+ M. Crit. Rate without any focus on raising this stat (237 without any buffs). There is no visible difference between 320 and 400+.
OK ty...

and enchant skill on M.crit chance in Healer is too limited max. 32% ?
Any magical skill will only make use of at most 320 m. crit. rate in any form. If you have a magical skill with +10% critical chance and you have 300 m. crit. in the stat window, you will still make use of 320 and not 330. If you have a magical skill with +10% critical chance and you have 400 m. crit. in the stat window, you will still make use of 320 and not 440 and not 360 and not 352 or whatever.
Latest magic critical rate test from in~nova showed that on 173 m. critical rate and 78 wit you have 31% chance to crit, and 32.5% on same wit but 250 m. crit rate, and 200 wit and 500 m crit rate - 32.3%. And a test where they enchant elemental spike to +10/+20 to Wild and the result was the same - ~30%. Conclusively all in all its a useless stat which you dont even need any item/buff trying to maximize it, always having more or less the same chance to make a critical.
Latest magic critical rate test from in~nova showed that on 173 m. critical rate and 78 wit you have 31% chance to crit, and 32.5% on same wit but 250 m. crit rate, and 200 wit and 500 m crit rate - 32.3%. And a test where they enchant elemental spike to +10/+20 to Wild and the result was the same - ~30%.

Yeah, NC HQ just love these hidden overhauls. In any case, will most likely be changed again in crusade, but this conclusion is still going to hold:

all in all its a useless stat which you dont even need any item/buff trying to maximize it, always having more or less the same chance to make a critical.