# 100% Crit Chance is a hard ceiling with zero benefit beyond it - and going near it is usually itself a mistake

Critical Strike Chance sums additively (base 5% + off-stat contribution + gear/skills) up to a hard 100% cap, after which any further investment is completely wasted; the optimal target is well below 100%, balanced against Critical Strike Damage.

Diablo IV patch 3.2.1. Category: breakpoint. Evidence: Confirmed.

## Detail
The crit damage-multiplier formula rewards balancing the two stats rather than maximizing either one: Crit Multiplier = 1 + (Crit Chance x Crit Damage). Two builds with the same product of Chance x Damage deal identical average damage, but the lower-Crit-Chance build freed up gear slots/stat points for other things.

## Why it works
Because the multiplier is a product of the two stats, any given total 'budget' split between them is most gear-slot-efficient when kept below the 100% Chance ceiling, since points above 100% Chance literally cannot be spent (there is no overcap benefit unlike some Chance-based stats elsewhere).

## Numbers
90% Crit Chance x 200% Crit Damage = 2.8x multiplier; 60% Crit Chance x 300% Crit Damage = same 2.8x multiplier, using less Crit Chance investment. Practical community target: roughly 50-70% Crit Chance, with the remainder of stat budget going to Crit Damage.

## How to use it
If your Crit Chance is already near or above 100%, reroll/retemper it down and shift the freed stat budget into Critical Strike Damage instead - this is a pure, uncontested upgrade.