I think that through this post that Az is answering your question as to the crit nerf. from this thread:Akalukz wrote:I am surprised no one is talking about the massive crit nerf from set bonuses yet.
Mara normally runs
4 Piece Merc (+5 crit) and 1 piece ruin (+3 crit) = 8% Crit
Coupled with the weapon crit nerfs, its really strange.
I wonder if they are just trying to tone down damage over all with the Crit nerf accross the board or what. Be nice if there was some explanation behind it.
viewtopic.php?f=95&t=17829
he said:
"Example 1: Critical Hit Rate
Many of you know I'm an enemy of crit stacking. Crit stacking changes the game in the following ways:
- Provides a significant power increase to tactics and abilities which proc on critical hits.
Not much needs to be said here. The proc rate of a tactic or effect is increasing with game state, so the tactic itself becomes more effective than it was before, while other tactics remain constant in effect.
- Provides a significant increase in effectiveness to tactics and mechanics which increase critical damage.
Annaise16 has mentioned previously the idea that a tactic is balanced around granting 10% defense or 10% attack. However, a critical hit rate tactic's value increases in effectiveness as the player stacks crit, to a theoretical maximum of 33% DPS at 100% crit. Because of the way critical damage tactics outperform other tactics when critical hit rate rises, as well as the burst / RNG applications of a lucky string of crits, lack of a critical damage tactic has been cited as a flaw in those classes which do not have them.
The Bright Wizard and Sorcerer mechanic is also affected by this flaw."