Critical Hit Chance Nerfed in Paragon Points

The Paragon Points system has evolved quite a bit since it first appeared, but had been stable for the past few patches. That changed in yesterday’s quick patch, when the value of each point in Critical Hit Chance was nerfed by 50%. Previously each point was worth 0.2% ChC, for a maximum total of 10% with 50 points. Now each point is worth 0.1%, for a maximum total of 5% with 50 points.

They’re buffing/nerfing based on data, and nothing else. Everybody was spec’ing into crit, so they nerfed crit.
Nevalistis: Data plays a factor because it tends to send up flags about certain issues, but it isn’t the only definitive reason we make changes. Data tends to highlight areas for us to investigate, as a notification of “hey, we should probably look at this again.” From there, we’ll go over the math, theorycrafting, internal play tests, and external play tests and verify if we need to take action. In this particular case, mathematically speaking, the weight of Paragon points was a too favorable for Critical Hit Chance. It was brought down to be more in line, point for point, with the other Paragon stat choices.

Well … the math actually works out pretty well in favor of this change. Assume 40CHC 400CHD 30IAS 15% damage and 50% of your total damage is

  • 5% CHC = 7.69% increased total dps
  • 50% CHD = 7.69% increased total dps
  • 10% IAS = 7.69% increased total dps
  • 15% = 6.98% increased total dps
  • As you can see, these stats are all relatively competitive with each other.
    This was, and is, the intent for the Paragon system. We don’t want there to be a mathematically clear choice in terms of points spent, and having some stats be more valuable for different builds is certainly a desirable outcome. Some stats might squeak ahead by a small margin, simply because they inherently scale differently, but we do want to try to get them as close as possible.

    Paragon “attack speed” actually adds attacks per second to the base speed of the weapon, before all other attack speed bonuses are applied multiplicatively. Ala vanilla Echoing Fury. So a two-handed axe always gets exactly 10% bonus from 50 paragon points, while a dagger only gets 6.67%.
    This is actually a bug. It should be fixed before the 2.0.1 patch comes to live realms.

    The new Critical hit Chance math.

    The new Critical hit Chance math.

    Whether you get more benefit from boosting Critical hit Chance, Critical hit Damage, or Attack Speed will depend on your build, the rest of your gear, how much CC or CD you have already, etc. But with the previous values, where each Paragon Point was worth .2% CC, 1% CD, and .1% AS, CC always added the most DPS when I checked it on my characters. Easily the most, giving like double the benefit of putting all my paragon points into CD or AS.

    Despite that fact, in RoS I often put some or all of my points into Attack Speed, if a character had *enough* CC to keep adequate procs going. I was okay with sacrificing some paper DPS to get a faster attack rate because 1) it’s just more fun to hit faster, 2) IAS bonuses on gear are smaller in RoS so Paragon Points can make up the difference, 3) more hits per second yields more debuffs and procs from skills and legendary item properties, and 4) faster attack works very well with Life per Hit, which is mostly what keeps me alive on higher difficulty levels. (Remember that Life Steal is no more.)

    What do you guys think of the change? Now that the math for the 3 values is quite comparable, you can tailor your choice to your play style or to cover equipment deficiencies, without having one almost-always correct answer. All other things being equal, do you want to hit faster, see yellow numbers more often, or to see larger yellow numbers?

    Tagged As: | Categories: Blizzard People, Blue Posts, Diablo 3, Paragon


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    1. good move. cheers blizzard.

    2. If only more interesting choices existed.

      But more balance is good of course. Although I would still consider the CHC/CHD combination a broken stat.

    3. This is one area where I would prefer if the other stats would have been buffed a little. Generally speaking, it would be nice if the Paragon system would be slightly more influential, so that it could help fill the gaps in our gear even without hundreds of points.

    4. Crit damage should actually be a bit better. Then it’d be crit chance = crit procs, ias = hit procs, crit damage = pure dps.

      As is if all three have similar dps but two also do other things and the third doesn’t….

    5. The only thing this nerf changes, is that critical hit chance become more valiuble, because Crithit/Critdamage are broken affixes. As long theres no options for Non-Crit-Builds with equal Damageoutput as Critbuilds, Blizzs only worsening the small choice of affixes on your gear.
      Mathematiclly speaking…bullshit^^

      • Actually, non-crit is more viable now. I have not tried it yet, but AFAIK the affix ‘elemental damage X increased by X%’ can spawn on Rings, Amulets, and Bracers, with each one stacking up to 17% I believe (this excludes special bonuses from legendaries/sets). If you decide to play a one-element build, this means that you can stack up to +78% extra damage to a single element, giving you a lot of bonus DPS from sticking to one element build.

        In addition, DPS is becoming less important with the addition of CDR and RCR mods. Stack up a lot of CDR, and you can spam high-power, high-CD skills; stack up RCR, and you can start spamming high-cost stuff like Meteor or Cluster Arrow. Combine sticking to one element with CDR/RCR stacking, and you can theoretically improve your damage by quite a bit.

        Basically, if what I have seen is correct, you still will not be able to achieve as high character sheet-DPS with a non-crit build, because +elemental damage % mod isn’t counted towards your sheet DPS. Nonetheless, the actual damage potential should be similar.

        All that said, I agree with the fundamental point that CC/CD is broken. However, I don’t think that CC or CD are broken as individual stats; rather, the problem is that pushing them both up is broken. High CC without CD means that most of your hits do 1.5 times damage: strong, but not overwhelmingly so. Meanwhile, high CD without CC means that most hits will do regular damage, but once in a while you’ll hit for 10 times damage. The problem comes when you have both: then you are hitting for 10 times damage most of the time, so it makes both stats very desirable, and too powerful.

        I would propose that a better way to handle CC/CD would be to either force players to choose which one they wanted, to the exclusion of the other, or, even simpler, to flat-out remove CD from the game. As I explained above, CC becomes much more manageable as a stat when you are dealing crit damage fixed at 1.5 times normal: it is still desirable, but it is not the be-all-end-all stat. The devs could then simply create a legendary that gives CD as its special bonus, allowing the stacking of CC and CD to stay in the game, while making it much less easily breakable.

        • Divine impression is that overall trifecta influence is lowered significantly, which is, of course, a good thing. ‘Wild’ variations those used to brought to DPS were making ‘balance nightmare’ – most of the items used to have at least one or two trifecta affixes, resulting in huge variations. Any game pretending to a ‘balanced’ title can’t allow that.

    6. I can’t agree with your last part. Forcing either to decice more CC or more CD is not a good way to handle this problem. The Problem is not Critbuilds, it’s the viability of Non-Crit-Builds. There should be more options for Builds with equal Damageoutput. There should be more skills for Non-Crit-Builds. Thats the major problem right now and the problem with the affixes together;)

    7. Definitely a good change, and one that will make me think more when decided to simply dump all my point automatically into CC. I like your way of thinking there, Flux 🙂

      P.S- wrote you a PM a few days ago, would love to get an answer! 😉

    8. You know what’s funny? They always said Diablo 2 gave you “illusion of choice”, while they themselves are taking this concept to the extreme now. These small diversities between paragon points are intending exactly this. Illusion of choice. Or do you really think it makes so much difference to get 2% MF one level before i get +0.5% CC, and not vice versa? [email protected] team

    9. “Ruined by conservatism.”

    10. QUOTE

      You know what's funny? They always said Diablo 2 gave you "illusion of choice", while they themselves are taking this concept to the extreme now. These small diversities between paragon points are intending exactly this. Illusion of choice. Or do you really think it makes so much difference to get 2% MF one level before i get +0.5% CC, and not vice versa? [email protected] team

      Agreed. This nerf along with other nerfs to CHC will likely reduce player options by increasing the value and importance of Crit Chance.

      Since the total amount of CHC is even more limited, 1% here, 0.5% can add up significantly.

    11. cc dd wtf bb … and get a life … g.a.l

    12. I think now i use points on other… for crit.. absolutely useless.

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