Boosting Spell Critical Chance, Critical Damage and Haste
Understand the three shared stats
Critical chance (spell_power:critical_chance) is the probability a spell crits. Critical damage (spell_power:critical_damage) is the multiplier applied when it does. Haste (spell_power:haste) speeds up casting or shortens cooldowns, depending on how the spell is implemented. These are separate from the per-school power attributes, so raising Fire power does not raise your crit rate.
Raise them with commands
`
/attribute @s spell_power:critical_chance modifier add guide:crit 0.25 add
/attribute @s spell_power:critical_damage modifier add guide:critdmg 0.5 add
/attribute @s spell_power:haste modifier add guide:haste 0.2 add
`
Critical chance and haste are usually treated as fractions, so 0.25 means roughly a quarter. Critical damage is a bonus multiplier on top of the base crit. Tune the numbers to taste and remove a modifier with modifier remove guide:crit if you overshoot.
Practical tips
Stack crit chance only until it feels reliable, then pour the rest into crit damage and the school power you actually cast. Haste is most valuable on long-cooldown spells. Pair these with the matching status effects if your setup applies them, since the mod ships one effect per attribute.