Quote Originally Posted by Seiken View Post
Haven't posted the crit data so Mocassin's would keep selling >.>

But Crit Rate is extremely disappointing. Got a baseline of 6000 hits to get 11.17% on R45 Coblyns using a weathered gladius. Adding 72 Crit Rate increased the % to 13.5% (3000 trials). So my guess is somewhere around 30 Crit Rate adds 1% Crit. And if Crit Rate follows every other stat trend, there will be diminishing returns for higher level mobs.

Sorry for the bad news,

Seiken~
In all fairness lnc/drgs have a lot of skills that increase crit rate, so I think +crit is only useful for lnc precisely because we can artifically raise our crit much higher than 13.5% through our skills. A few percentage points never hurts to increase your chances, especially when most of your skills live off of crits.

Besides there really isn't better gear for a lot of the +crit rate pieces. I mean really what are you gonna wear as a DRG for your boots thats much better than explorer's moccasins? Or that necklace that adds +20 crit and 15 acc? You might take +25 attack power instead (tho that acc is tempting). Point being as far as gear goes, the choices for +crit rate don't really affect your stat potential very much at all.

The only good melds for LNC go on hands/body/weapon, and none of those slots have +crit rate options available right now. So really, what are you losing at the end of the day? +5 str? Really now lol. The only thing thats a question is the necklace, since +25 attack power is a fat number.

EDIT: And honestly it would be a better test with a lance. For all we know different classes can have different inherent crit rates, like different classes have different natural accuracy.