I fixed up this code not to long ago when revising critical hit function so I will explain how it works.
- Under 30% for warriors and berserker critical hits are automatically converted to crippling blows.
- If you have any +CripplingBlowChance modifiers item/spell/aa, you are given an innate chance to crippling blow from critical hits.
The percent value of the effect is applied to the your Chance to Critical. (ie You have 10% chance to critical and you have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow from a critical hit.
This has been implemented for a while now, if there was really a problem it would have shown up on PEQ.
However, the one problem I do see is for some reason it appears to be doubling your crippling blow chance from mods. So if you must have some custom effects with relatively higher crippling blow chance, and high critical hit chance then you would be seeing a lot of cripples.
Code:
sint16 Mob::GetCrippBlowChance()
{
int crip_chance = 0;
crip_chance += this->itembonuses.CrippBlowChance + this->spellbonuses.CrippBlowChance +
this->itembonuses.CrippBlowChance + this->spellbonuses.CrippBlowChance;
if(IsClient())
crip_chance += this->aabonuses.CrippBlowChance + this->aabonuses.CrippBlowChance;
if(crip_chance < 0)
crip_chance = 0;
return crip_chance;
}
Anyways that is the story. Find out what crippling blow mod your character has and that might help solve why its so high.