
Originally Posted by
Arayos
My only comment is this:
You don't build a caster because they'll have a 9% or 18% chance to crit, while expecting that crit to come on every hit, anymore than you would build a melee expecting an 19-20, or even 17-20, crit to proc on every hit. The crit is not a part of the spell design, and should NOT be factored in as a vital element of your build, besides doing your best to maximize the chances of getting that crit.
If you have a 9% chance to crit... currently, that means 9% of your casts will be crits. With the change, this will mean that 9% of each separate instance of damage, per tick per mob, will be a crit. If you have 10 mobs in your AoE, currently this means that 9 out of 10 spells will do crit damage to none of them, and 1 of 10 will do crit damage to them all. With the changes, statistically, one of them should be getting critted nearly every time with the cast... if one or more of them dies in the process, be glad you have one less mob to worry about. It's still a total critical chance on 9% of your ticks of damage... unless you were skewing these probabilities previously via critfishing. In which case, you were sacrificing more of your damage ticks in order to get the higher-damage crits out faster.
Either way... if your build is reliant on crits to be successful, in early game, mid game, or epics... reroll. Because that means you've built solely on luck rather than skill.
Me... I drop a firewall, drop a couple more parallel to it to create a nice, multi-tick damage zone, and get to kiting. If the mobs are fire immune, I'll drop some cloudkills, kite them a bit, and wail, or just skip straight to wail. If it's epic, or the mobs are acid resistant/immune, I'll usually drop a cloudkill anyway for the concealment, then toss on my Dreamspitter and start throwing mass hold, hypno, irresistable dance, or lay down mind fog and dancing ball/web... or just step back and save my mana for things I can hurt while umding heal scrolls to hellp keep the tanks up and save the healer's mana as they beat on the mobs I can't affect. I don't critfish, and while a crit is nice, I don't count on it. I don't even carry a lore item ATM, though that's more a matter of not having a Skiver or Greenblade for the Arcane Lore and not wanting to swap out items every time I want to throw a different element at a boss.
Have decent DPS, have good CC abilities, and remember that crits are just a lucky bonus to the spells, rather than a given. Don't look at the change as taking something away, because it's not. They aren't changing your crit percentages. Instead of getting 1 lucky roll out of 10, you're now just looking at 10 lucky rolls out of 100. 1/10 = 10/100, according to basic math. In my case, I just look at it as this: I'll need to find something else to fill my cooldown between Polar Rays, since I won't be firing Ice Storm each cast against Harry, Suulo, or other pit fiends. I'll still be kiting mobs through firewalls, with a chance of them dropping faster because of the chance for crit each tick. And I'll still be attempting to Mass Hold things with my 36 DC saves(I need to up those, but that's an ongoing project) rather than spend twice as much mana for a single instant damage AoE that's not going to produce nearly as much damage in the long run.
If you'd rather build your toon based on luck, and rely on the crits that you can't reliably produce, then have at it.
</end rant>