My reflections and observations regarding critical hit chance and critical damage:
1) Question: we have no more hit chance that was affecting evasion attribute. This resulted in the past in massive spam of evades when lower lvl players were hiting higher lvl players. Does it now mean that all players have same chance to land normal hit regardless of the opponents lvl? This would be BIG PLUS towards new low lvl players who most time are helpless against higher lvl opponents.
2) Question: What to do with Finesse spell? Its unchanged on amun server, shouldnt it now affect critical hit chance or damage instead of "removed" hit chance"?
Observations:
We got doubbled attribute in weapons that affects equally the critical hit chance, this can be reduced to single attribute.
Currently we got:
+critical hit in armor/weapons with result +10= 1% critical hit chance
+X concentration with result +10 concentration= 1% crtitical hit chance
splitting this between two different attributes may lead to confusion and bugs cause more complicated formula.
Review of spells- as i play only warrior and archer class and their subclasses i review only their spells:
1) ARCHER
Adaptability-nice spell works perfect, no change need maybe except increasing its duration to 20 sek at lvl 5
Evasive tactics/rapid shot-> nice trade for protection/attack speed vs critical damage, excellent work, no change needed
Dodge and passive cat reflexes-useless, needs change from an %boost of current evasion to simple addon like for example got evasion 5% + cat reflexes +15%, final result my evasion is 20%, will need careful values adjustement for balance. Anyway current state of these spells is unacceptable
Meditation useless>lvl 5=+3%
concentration passives- useless considering how much they affect critical hit chance, needs rethinking
Point shot-excellent spell no change needed
duelist- nice passive boosting critical damage, except abuse from boss jewellery good as it is (spell is oki, the damage calculation from jewellery needs rethinking
but its a subject for another thread)
Marksman spells:
Hawks Gaze-excellent spell (we may see short bow marksman again in the war zone with critical hit setup at warzone, something new that adds variety to this subclass

)
trained eye- works like duelist, theoreticaly its nice tho it might be ill-used to overboost critical damage, needs rethinking
2) WARRIOR:
Martial defence- works good, keep it unchanged
Execution- works good, keep it unchanged
Martial reflexes works good no change needed
Rigorous preparations-useless spell, needs change/rethinking
OTHER SPELLS:
Hinder, challenge and other debuffs that affect critical damage-I like them, seems to be balanced counterweapon against critical damage, seems to be well balanced tho i feel that i hadnt test them enough
Challenging roar- its a nice balanced spell BUT BARBARIAN IS OVERPOWERED ALREADY does he really need it? I think not.
jewellery
current stats of hypnotizing amulet and boss rings (i tested my friends ring of the earth) have neglible influence on the stats they are affecting, needs rethinking/adjustement