From the mechanics thread:
Increased Item Rarity
Increased Item Rarity % modifiers increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies.
This modifier has no effect on the number or type of currency items, scrolls, or gems that drop.
When in a party, only the modifier from the player who lands the killing blow on an enemy is counted.
If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.
Magic, rare, and unique monsters have an Increased item rarity modifier for drops.
Critical chance can not be less than 5% nor more than 95%.
The base chance for bows is 5%.
Passives
There is a full list of general critical strike passives on the wiki.
- 3 x Increased Critical Strike Chance (20%)
- 15 x Increased Critical Strike Chance (15%)
- 1 x Assassination (30% Increased Critical Strike Chance, 35% Increased Critical Strike Multiplier)
- 2 x Bloodthirst (45% Increased Critical Strike Chance)
- 1 x Mental Acuity (30% Increased Critical Strike Chance, 20 Intelligence)
This gives a combined total of +400%
There is another list of Bow specific passives giving a further +120%
Items
Out of the different mods, the "of Incision" suffix gives the most at +38%. This can't appear on all items. however if it could then it would give 304% (only counting 8 times because of the gloves below).
The unique gloves Maligaro's Virtuosity can be used with a bow and gives +50%
Gems
There is the support gem Increased Critical Strikes which gives about +105% at level 20.
Skills
Some skills give a critical strike chance bonus. For example Elemental Hit gives a +4% for every quality%. (so +80% at max quality)
Curse
There is the curse Critical Weakness which gives +10%. However this is treated differently and added after everything else.
Final Calculation
Total Possible Crit Chance with a bow is 5% * (100% + 400% + 120% + (8*38%) + 50% + 105% + 80%) + 10% = ~73%
Or an increase of just short of 1,500%. Not that this is practical, but it covers the different ways to boost crit chance.
edit: Assassination has 30cc 35cd, my current version: 1.2 (I didn't check values of other Nodes)
Best Answer
The reason is: Your armor does not have any armor or energy shield to be increased.
Enchanted mods only apply a bonus to the item you enchanted it onto.
There are two types of affixes: Global and weapon-specific ones.
Examples: +X to Armor Rating (Armor), +X Fire Elemental Damage (Weapons)
Examples: +X to health, +X mana regeneration per second, +X elemental resistance.
Note that 'X' could be a straight addition or percentage, and that some affixes only support one or the other.
Here's how the game works out your mods:
Because your glove has no Energy Shield or Armor Rating...
Armor: 0 Armor * 1.65 = 0 Armor
Energy Shield: 0 Energy Shield * 1.65 = 0 Energy Shield.