A simple to in depth guide too building an elite killer for hell mode 5 man party play.
First some answers to some common questions and misconceptions and flat out lie's that have been told by the *other* community
1. Does my base critical critical chance from armor//skills//ranks get included in my skill damage types.
Answer Yes and no, In order for your base chance to be cumulative you need to equip at least 1 internal source of base critical chance in each Focus for the cummulation to work. (this can either be a Mod or a augment).
Does my inherrent stat Critical damage bonus get included in my Focus spells. Currently not known and extremely hard to test for, but for the most part to be safe I would reccomend adding extra critical damage bonus ( more is always helpful anyways. (again keep it as a mod or augment).
This is only for Focus based skills that do actual damage(Hellfire, Firestorm, Drain life, drain power, Spectral curse explosions, Venom armor rebounds *casting focus only*, etc.) This does not include any non-damage type spells (Word of fear, Concentrate damage, Elemental drain, Wall of bone, etc.)
2. Where does critical class chance come into effect. I am 101% sure it is directly after your base critical chance. So therefore is a great way to boost your chance for the early stages//cheap gear build outs.
3. How about that Moloch pet? It ONLY WORKS WITH BASE CHANCE It is not cummulative with any other type of CCM and is calculated last This was a developers post directly from HG:G Team. Second point, With the gear your gonna be running you wouldn't need it anyways.
4. I have a really high critical chance how come my damage is so weak?
Are the Base Foci your using upgraded to at least +6?
Are they of equivalent monster level type (i.e. enigmatic prisms for 15~30, Claw's//Glyph's for +50?)
Do you have at least 1 critical chance mod or augment IN EACH of your Foci?
Do you have at least 1 critical damage mod or augment IN EACH of your Foci
Do you have a low critical damage output (If your below 500% it is considered low)?
Edit
****Special note #2****
For those that CANNOT afford perfect gear
The best mods for Foci are PURE CC and 9% elemetnal damage mods, They are spendy and each will cost 28 Will feed. You can get near the same amount of damage using different mods. A mathmatical breakdown of elemental adders to follow, This should change peoples thinking and hopefully pricing. Your damage is automatically changed to whatever elemental skill your using to its base damage type. I.e. demonspine changes all base damage to physical, Flameshards to fire, Swarm to Toxic, Spectral serpents to Spectral, and Arc Legion to electric. Adding in an elemental mod adds in that element to your spell type for base damage. So you could still do damage to an immune monster *IF* you use a different skill to attack with than the ones it is Immune to (At most I've seen 2 immunes there are rumored to be 3 immunes available, haven't seen it ever roll)
So instead of wasting a bunch of cash in the ah on a Perfect mod that adds 9% avg dps use it on a mod that increases your CDB and only costs the feed you want to boost Accuracy. Also try to have at least 3 different elemental type focus Skills, (it really isn't that hard and you only use that third elemental in vary rare cases)
The math portion
1. Any 3~4% elemental mod adds 3~4% source damage into your average dps its a base adder. It costs 7~8 will feed dependant on end-game mod ilvl, For Optimal damage output you include these in your gear if you are below 1020~1170% critical damage bonus, feed wise its better to go with a dualcc//CDB or a Dual cc// Class CDB relics instead of gearing with a 4% elemental relic.
2. any 5~6% adds 5~6% damage into avg dps, it costs 12~14 will feed, These are for optimal gear if your critical damage is below 860%~780%. Feed wise again, a dual CC//CDB relic will be better if your below that threshhold.
3. any 8~9% elemental damage adds 8~9% avg dps, its will cost 26~28 Will feed. For optimal gear if your critical damage bonus is below 600%~560% go with a dual CC//CDB relic instead. If you exceed that your better off adding in elemental damage mods.
4. Any Accuracy stat mods cost less in terms of needing feed cost that the elemental damage relics, in some cases a lot (12 feed differences in the legendaries.) Meaning you gain the difference between the feed cost of the willpower mod and the damage boost related to Accuracy increases at certain points though It becomes more important to focus instead on elemental damage instead of critical damage.
As of July a dual CC//elemental (8%) relic goes from anywhere 10kk to 20kk palladium on the ah, god thats spendy.
As of july a dual CC//cdb or related relics goes from anywhere from 0.5kk to 2.5kk palladium, man thats cheap you see you could on a good day fill out with 8 full relics and have palladium leftover to spend as opposed to buying 1 late game relic.
Again this is swapping an elemental damage bonus for a critical damage bonus above 45% and related feed costs are taken into account meaning this is a guideline to finding Perfect gear.
3% = 1170% critical damage bonus (i.e. If your damage is below that you want a dual cc//cdb relic instead.)
4% = 1020% cdb (again i.e. if your cdb is below 1120% you want a dual cc//cdb relic instead.)
5% = 860% cdb (if your cdb is below this threshhold you want a dual cc/db relic instead.)
6% = 780% cdb (if your cdb is below this threshold you want a dual cc/cdb relic instead.)
8% = 600% cdb (if your cdb is below this threshold you want a dual cc/cdb relic instead.)
9% = 560% cdb (if your cdb is below this threshold you want a dual cc/cdb instead.)
Remember to double your output damage maximums if your dual wielding!
6. Any green level mod comparison I.e. ((14~16%+14~16%)x2)) - ((3% or 4%) x 2) = a max of 58% critical damage LOST for using an elemental mod with CC gear when you can just use a different elemental skill type. That's per equipped mod
5. Any Blue level is going to cost 11~13 accuracy feed and can add 22~32%(x2) critical damage the difference again is
(((22%~26%) x 2)+(22%~32%) x 2) - ((5%~6%) x 2) = a max of 104% critical damage for using a blue level elemental aug coupled with a cc aug in your mod Lost per mod equipped in your Foci.
6. I.e. Legendary the big difference;
costs 26~28 will feed and can give 41~48% critical damage costingONLY 14~16 accuracy feed So that looks really big, also notice the feed cost difference between switching from will to accuracy its much less... Funny game devs they practically force you to do it.
(((28%~32%) x 2) + ((41%~48%) x 2) - ((8%~9%) x 2) = a max of 142% critical damage lost from not using a different skill instead of replacing that 1 aug on a mod with it being related to critical damage Per mod equipped in your Foci
This means putting 1 point into another elemental spell type is worth more than any elemental mod in end-game Foci If there is a monster immunity involved.
In other words
ONLY USE 9% ELEMENTAL MODS FOR A CRITICAL EVOKER IF YOU PLAN ON GETTING PERFECT GEAR with perfect +AA augs. Other wise Your CUTTING YOUR DAMAGE (and your available pallidium) SIGNIFICANTLY!!!
This is an update because While I wanted to avoid advising people on gearing with the maximum possible stuff, Torso's and shoulders are rather rare and cost about 4 perfect mods, so I couldn't really recommend the set gears without including theorycrafting on building a perfect gearout for a critical evoker.
**** End special note 2****
You forgot that once your base chance is really high you should switch your stat focus to Accuracy to boost your base damage as much as possible. Try to achieve in this order. Critical chance vs all classes->Critical chance vs a specific class with multiple gear sets->Base critical chance to combine with some early *blue* CCM mods -> Damage mitigation *If you party forget this step -> Base critical damage. By end-game area's//gear you should be approaching 950%~1200% critical damage for each Focus to a specific class
5. Why would you want to run with a high base chance vs 1 specific class vs moderate chance vs everything?
Basically at very high critical damage levels every 5% base chance to the class you intend to hit is a good 50% boost in your damage output to about 40% base chance in each focus. At very high base levels of chance you should only need 4 total mods to get maximum chance runnin with 1 gear set. If grabbing the very expensive dual ccm stat relics you can cut that mod total by 2 leaving at end-game 6 free mod slots for critical damage.
6. Wow my feeds are ridiculous how come I have to spend so much into accuracy?
Your desired mods and augments are mostly going to cost accuracy plan on getting your accuracy to +300 base once fully ranked leveled. On the brighter side your Willpower feed costs after level 55 aren't going to change much. Secondly Spending a lot into accuracy IS a GOOD THING.
7. What Skills work best with high critical chance?
Anything that cycles fast, hits hard, and hits far. This means good skills are Demonspine, *fully leveled* Hellfire, Fully leveled Spectral Serpents, Flameshards, Firestorm, SkullSplitter, and *Fully leveled* Lighting field. Skills you should avoid Tempest, Swarm, Spectral lash, Spectral bolt, Bone shards, Vemon Spirit, and to a degree Arc Legion.
8. What Stats, mods, or Augments do I want on my Weapons?
As stated above in underlines, at least a mod//augment of critical chance and damage, then enough CCM to ensure you hit the game cap of 95% against all the classes, Finally after that the rest is focused on Accuracy and Critical damage bonuses.
9. What Augments should I prioritize for on my Armor gear out
In order
+AA to cover most of the feed costs, and increase your base critical damage
+Accuracy to increase critical damage bonuses
+ increased use rate Of evoker skills(each percentage point of increase is a direct DPS increase!!) End-game areas you can approach 50% increased use rate
+ decreased power cost of Evoker skills
+ Inherrent augments that don't cost any feed (like shield penetration or increased use rate) available on some uniques and legendaries of the Caster//Invoker armor styles.