So I just did some napkin math for this. The actual effect the torso has isn't very intuitive because it's a flat modifier to a multiplicative damage source; ie, it's not purely 25% DR against low-power crits.
The formula for critical damage is essentially base damage multiplied by the critical rate, or D(1+0.01x), where D is the damage before crits and x is the critical modifier. The formula for critical damage reduced by the torso is D(1+0.01(x-25)). With fancy math shenanigans, we can divide the new damage by the old damage, reduce it, and come up with something that looks like y=(0.75+0.01x)/(1.00+0.01x) to see how much effective damage resistance this item gives based on the user's effective critical damage.
You can even graph it if you want, but effectively, at 50% critical damage, you receive 16.7% DR. At 100% critical damage, like daggers can easily achieve, you would receive 12.5% DR against crits. Powerful and useful, but still situational and even in those situations, not gamebreaking like this thread would lead you to believe.
In short, stop kneejerking about new items actually being potentially useful before even seeing how they affect the game.
The formula for critical damage is essentially base damage multiplied by the critical rate, or D(1+0.01x), where D is the damage before crits and x is the critical modifier. The formula for critical damage reduced by the torso is D(1+0.01(x-25)). With fancy math shenanigans, we can divide the new damage by the old damage, reduce it, and come up with something that looks like y=(0.75+0.01x)/(1.00+0.01x) to see how much effective damage resistance this item gives based on the user's effective critical damage.
You can even graph it if you want, but effectively, at 50% critical damage, you receive 16.7% DR. At 100% critical damage, like daggers can easily achieve, you would receive 12.5% DR against crits. Powerful and useful, but still situational and even in those situations, not gamebreaking like this thread would lead you to believe.
In short, stop kneejerking about new items actually being potentially useful before even seeing how they affect the game.