Spielerando

What should a critical chance over 100 percent do when items keep stacking it?

Build up enough critical bonuses and the chance passes certain. Most games just cap it, and then every further item feels dead. A rule that turns the surplus into something useful keeps the stacking fun, and the average damage stays easy to predict.

Why this works

A chance past certain is still a number the player built on purpose, so it should not be wasted. Read the whole part as steps that always happen and the rest as a chance of one more, and every item keeps adding the same value on average.

When not to use it

Skip it when crits are meant to be rare surprises or a build is supposed to have a ceiling. Extra tiers make damage spike and can break your balance. Cap the chance and give the surplus a different job, such as a bonus to something else.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "What should a critical chance over 100 percent do when items keep stacking it?" (read_entry critical-chance-above-one-hundred-percent-grants-extra-tiers) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP