Crit Chance or Crit Damage: Which Is Better?
Neither, permanently. Each stat is worth exactly what you own of the other — which is why they alternate and why chasing one is reliably wrong.
The question a DPS calculator doesn't answer
A DPS calculator tells you what your damage is. Useful, and not what you need when an item drops.
The actual decision is which stat gets the next point — a different question, with a different answer at every point on the curve, and one that changes the moment you act on it.
Your details
The EXTRA damage a crit does. 150 means a crit hits for 250% of a normal hit.
From your own gear or skill tree - this is what turns the comparison into a real decision.
Most games give more crit damage than chance per point, which is why chance wins for longer than people expect.
Result
Above 1, crit CHANCE is the better point. Below 1, crit DAMAGE is. Exactly 1 and they are equal.
- Crit damage at which they balanceTHE figure to remember. Keep buying chance until your crit damage reaches this, then reassess.
- 50
- Your damage multiplier nowAverage damage against a non-crit hit. 1 + chance x damage bonus.
- 1.375
- Damage gain from one chance pointAs a percentage of your current damage.
- 1.09
- Damage gain from one crit damage point
- 0.36
- Crit chance at which they balanceThe same balance point read the other way - the chance that would suit your current crit damage.
- 75
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Why neither stat wins
Your average damage multiplier is:
1 + crit chance × crit damage bonus
Both stats appear once, multiplied together. That single fact explains everything else:
- Adding chance is worth the crit damage you already own
- Adding crit damage is worth the chance you already own
So each stat's value is set by how much of the other one you have. Stack one and its next point gets weaker while the other's gets stronger — until they cross over. Then it happens again in reverse.
The efficient path isn't picking a stat. It's staying near the balance point and buying whichever is currently ahead.
The rates are what actually decide it
Crit chance one point buys and Crit damage one point buys are the inputs that turn an abstract comparison into a real decision.
If a point gives 1% chance or 2% crit damage, that exchange rate is as much a part of the answer as your current stats. Most games hand out considerably more crit damage than chance per point — which is exactly why crit chance keeps winning for longer than players expect.
Read those off your own gear or skill tree. Don't assume a ratio.
Carry the balance point, not the verdict
Chance gain ÷ damage gain tells you the current position. Above 1, buy chance. Below 1, buy crit damage.
But "chance is better" stops being true the moment you follow it, because buying chance moves you toward the crossover.
Crit damage at which they balance is the number worth writing down. At the defaults it's 50% — so the plan is "buy chance until crit damage reaches 50%, then look again." That survives ten upgrades instead of one.
You can check it in the tool: set crit damage to 50 and the ratio lands on exactly 1.00, both stats giving 0.44% per point. Set crit chance to the balance figure of 75 instead and you get exactly 1.00 again from the other direction.
Crit damage without chance is worth nothing
Set crit chance to 0 and the damage-per-point from crit damage is exactly 0.
Every point of it multiplies a crit you never land. The ratio shows a dash because there's nothing meaningful to divide by — which is correct rather than broken, and it's the cleanest statement of the rule.
If you have no crit chance and no route to any, crit damage isn't a stat you should be buying at all.
What it looks like as you gear up
The alternation isn't theoretical — it shows up over a few upgrades.
Start at 25% chance and 150% crit damage with a 1%-or-2% exchange rate, and chance is giving three times the return per point. Buy chance for a while and the ratio falls, because every point you add makes the next one worth slightly less while making crit damage points worth more.
Cross the balance point and it inverts: now crit damage is the buy, and the same erosion happens to it instead. Neither stat ever stays ahead, which is why builds that commit hard to one and ignore the other end up measurably behind builds that just kept swapping.
Your damage multiplier now is the sanity check on all of it. At the defaults it reads 1.375 — your average hit is 37.5% above a non-crit. If that number isn't moving much as you spend points, you're buying the wrong stat, or you've hit something the tool can't see.
Two things this doesn't know
Caps and diminishing returns. Many games taper crit chance, cap it at 100%, or cap crit damage. This comparison assumes none of that, and at or near a cap further points are worth nothing regardless of what the ratio says. If your game has a chance cap you're approaching, treat it as the ceiling and let crit damage take everything after it.
Everything that isn't crit. Flat damage, attack speed, penetration and multipliers that stack differently all compete for the same points. One crit stat beating the other doesn't make it the best purchase available — it only answers the narrow question you asked.
Free tool
Crit Chance vs Crit Damage CalculatorWhich stat gives more damage for the next point you spend - and the exact crit damage figure where the answer flips.
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