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changing the crit system


Razielx
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HI so i though i would share my wiew on the crit system and suggest changes that could be made and kinda wanted to hear what other people think and ideas you might have :D 

So currently the crit chance caps at 25%. this basicly means that anyone over a certain number of stat uppgrades don´t need to care about crit anymore, also the amount of upgrades neccesary is quite small and if i remember correctly you can hit the cap at the low level of 30-40.  now this basicly means the stat becomes irrelevant and with it all equipment that increrases it. while i understand the hard cap from a balancing point of view (se below). it feels bad and kinda like something is missing and that uppgrading the "sub" stats become less important. it also gives you a feeling of your character advancing more slowly than before and that the equipment that you got beacuse you thought crit was nice isn´t worth keeping anymore(beacuse well it does nothing).

 

so why is it good for balancing? well the crit is a percentage ingreace and gives you an increase based on the attack power you already have. while the flat uppgrade of attack power is well flat. so in the begining of the game the flat rate increses your attack power more than the precentage but in late game the percentage gives more. now if i remember correctly from the first days of playing before i hit the cap, crit increases by the non main stat of your character. for balancing puposes then you would actually gain more attack fom your non main stat late game and that ends up being  a bit wierd. at the same time the defence you get from increasing the "sub" stats are really low so i find it good that the crit scales on those or they would be to uninteresting. 

 

if anything i have said above/will say below is incorrect please feel free to coment on it i wont take offence :D 

 

so my ideas for fixing this is as follows

firstly you can make the crit stat go down everytime you level = it´s harder to crit against higher levels requiring you to have a higher stat. personaly i think this is bad as it will feel like your character is regresing at moments instead of getting the feeling of your character becoming better. There would also still be a hard cap in the way and it would be something you do to just keep the stat the same so it becomes effort to not lose not effort to gain.

the secound solution i can come up with is making the percentage go up slower and slower as the stat number goes up making it so it doesn´t outmatch the flatrate gain from the main stat. after a certain limit instead of gaining 0,1 percent for every point you would instead get 0,1 for every two points and so on. if the cost increases enough the percentage gain would never end upp overshadowing the flat rate and even though it would be small late game there would still be an increase all the time and there would also be some difference between characters. this would ofcourse have to be done with equipment aswell so the percentage gain of the crit from equipment corresponds with the damage increase from the flat rate.

Please comment whatever you think even if it´s only a "sounds good" or  "i think this is horse****".

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now what disturb me is critical items that really are useless, as we reach 25% without the need for critical equipment ...

i think what dev are planning is to change the critical for luckily and give skills for each hardcore specialty (extra attack), how-Know (heal), Charm (block) I hope they can do something else and somehow change the importance of items with critical or just remove these items useless

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You seem to misunderstand how the crit works now. The 25% is not the increase of damage, it is the chance of actually doing the crit. The crit-damage itself is always double your damage. So lets say your damage is 10000 and you have 25% crit, then your crit-damage is not 12500 but 20000. If your crit is 10% it is still 20000 and not 11000. The difference is with 25% theoretically every 4th hit is crit and with 10% only every 10th hit.

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not a misunderstanding but 25 percent crit chanche averages out as being a 25 % damage increase :P doing 12500 damage every blow for 4 blows is equal to 50000  and so is one crit every 4th blow. 10000+10000+10000+20000 = 50000. 

 

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There is no logic in the 25% crit. It would better to have an overview of the last 100 PVP stats so you can control what happens. Till now it's only magic and you have to be nice if not you'll be sanctioned. There is no way to have an open discussion about the logic concerning PVP.

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