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.
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%
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.
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?