Mabinogi Guide Advanced Guide Advanced Guide. In Mabinogi, there are various titles one can acquire. By using a title, you can change your EXP and illustrate your unique identity by combining the name of your character with the title. The Master of Critical Hit Max. Stamina +20, Will +20, Defense -5. Jan 05, 2017 I have 2 Max Damage Totems with a big difference. 3rd Compass Fragment: 26 Max Damage - Takes 1 Inventory Block Kyle's Fountain Pen: 28 Max Damage - Takes 4 Inventory Blocks (Square) I could not tell if which one is better, more inventory or more power?
Mabinogi Max Vs Critical Dmg Emblem 3
To simply answer your question, Extra critical damage is relatively useless unless you have a good crit chance.
For example: You have Executioner's Calling (15), Cloak of Agility (18) and that offensive mastery (2). By this time you'd have a 35% critical strike chance. Now, assuming that you're level 30, Crit chance Marks/Quints will grant approximately 15%.
This adds up to around 50%, which isn't a bad figure, provided you've only got two medium crit chance items. Early in game, having that little 'edge' over other's is very beneficial. If you happen to be harassing your opponent, that extra, double, damage will send your opponents back a bit, allowing you to deny them Gold/Exp.
Even if you make a mistake in picking the wrong runes (DPS for your caster), that extra 60 damage your Fiddlesticks does to your opponent will be a lot better than having extra Critical Damage with lack of crit chance. Dmg mori ntx 1000 szm turret unclamp procedure. (This isn't likely to happen, but if it does, you'll be glad you chose crit chance)
In conclusion, Critical Chance runes are more versatile than Critical Damage runes.
What's the point of increasing something, when you haven't got the ability to do that something?
For example: You have Executioner's Calling (15), Cloak of Agility (18) and that offensive mastery (2). By this time you'd have a 35% critical strike chance. Now, assuming that you're level 30, Crit chance Marks/Quints will grant approximately 15%.
This adds up to around 50%, which isn't a bad figure, provided you've only got two medium crit chance items. Early in game, having that little 'edge' over other's is very beneficial. If you happen to be harassing your opponent, that extra, double, damage will send your opponents back a bit, allowing you to deny them Gold/Exp.
Even if you make a mistake in picking the wrong runes (DPS for your caster), that extra 60 damage your Fiddlesticks does to your opponent will be a lot better than having extra Critical Damage with lack of crit chance. Dmg mori ntx 1000 szm turret unclamp procedure. (This isn't likely to happen, but if it does, you'll be glad you chose crit chance)
In conclusion, Critical Chance runes are more versatile than Critical Damage runes.
What's the point of increasing something, when you haven't got the ability to do that something?