The gameplay of Diablo 4 is very free, and the carefully designed level scenes allow players to easily immerse themselves in it. In such a game, it is very distressing to encounter the analysis strategy of "Diablo 4" fatal attraction critical hit rate algorithm, because it will delay everyone's game progress. Here, the editor brings you the latest solution to this problem, so that you can easily solve this problem.
I have always recognized that Fatal Attraction's 18% critical hit rate is not an addition, but an independently calculated critical hit rate.
For example, if your panel critical hit rate is 50%, then with Fatal Attraction, the cutter's critical hit rate is not 50%+18%=68%, but 1-(1-50%)×(1- 18%)=59%.
I used three methods to test: (The test object is still the same place, the door of the Wound of the Earth. My panel critical hit rate has always been 43.4%, and the peak and skill points have removed all other critical hits except Fatal Attraction)
1st test
Test method: Use S1 season critical hit gems to get a critical hit rate of more than 82%, and see if the Ancestral Hammer hit by the Ancestral Hammer with a cutter on a healthy door will not hit a critical hit if there is a gem buff. If there is no critical hit, it means that Fatal Attraction is not an addition. (Panel 43.4% plus S1 season gems with full ROLL 40% critical hit rate, the total critical hit rate excluding Fatal Attraction is 83.4%)
Test results: After testing for more than ten times, there were only a few critical hits. Explain that Fatal Attraction is not addition.
#Note: Many people, including me, have measured the critical hit rate of season gems to be additive. So this test can basically confirm that Fatal Attraction is not addition.
2nd test
Test method: Use the term critical hit rate against injured enemies to get a critical hit rate of over 82%, and see if the cutter's attack on the injured door will not critically hit. If there is no critical hit, it means that fatal attraction is not an addition. (Panel 43.4% plus the previous one's 13.5% injured critical hit and the necklace's disciplinary power of 26% injured critical hit. The total critical hit rate to injured without fatal attraction is 82.9%)
Test results: After testing for more than ten times, there were only a few critical hits. Explain that Fatal Attraction is not addition.
#Note: The critical hit rate for injured enemies is guessed to be additive. It is also guessed that the injured critical hit entry will be effective for the injured door.
3rd test
I was afraid that some people might think that the above two tests were not convincing enough, and they also had no way of knowing how the critical hit rate of Fatal Attraction was calculated, so I conducted a third test.
Test method: No critical gems or injured critical entries. Just use the 43.4% critical hit rate on the panel with the Glyph of Fatal Attraction, and use the basic skills of two different weapons to rotate the health gate 578 times, and record the critical hit rate on the screen. If the critical hit rate is close to 61.4%, it means that Fatal Attraction should be additive. If it is close to 53.6%, it means that it should be calculated independently. (Excluding data that triggers suppression. As for why it is 578 times, because I typed for almost 10 minutes and it was 578 times)
Test results: The first 100 times are 54%, which is very close to 53.6%. But the critical hit rate gets lower the further you go, the total critical hit rate for 578 times is 45.7%. . I'm speechless. . Maybe they really are Africans.
Putting the results together, I feel that Fatal Attraction's critical strike chance is almost certainly not additive, to say the least.
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