Critical Damage % and Critical hit Chance

Started 11 Apr 2020
by paqdizzle
in Suggestions
I hit for 238 and my critical hit damage was 70 and my DD proc hit for 92
For the sake of what Critical damage has always been in most if not all games with x2 damage, this is nowhere near critical based on my base damage. Now sure 70 damage ain't too shabby, but I feel as though it's not critical enough to make me happy with the changes. I was expecting that 50% damage from crits and sad to say, 30% just doesn't cut the cheese for me. at first I was like "Wow- not bad, not too bad" but around 50 plus more crits I've leaned more towards "wow- it's not enough, still"

I would be happier with less crit chance, and more crit damage. 30% is hardly critical unless you're hitting for 400-600 (which would net at least 140)((which ain't bad at all)) the issue is landing said damage to make your crits worth more. So the people that can actually utilize the crit damage for a better burst hit would be mainly casters that can nuke for 300-500 every second or so.

Let's buff critical hits to CRITICAL by it's definition. my DD procs shouldn't ever hit for more than a CRITICAL hit.. ever.. Might just be me, but let's find out!

Anywho take care yall.
Sun 12 Apr 2020 12:31 AM by gotwqqd
paqdizzle wrote:
Sat 11 Apr 2020 8:01 PM
I hit for 238 and my critical hit damage was 70 and my DD proc hit for 92
For the sake of what Critical damage has always been in most if not all games with x2 damage, this is nowhere near critical based on my base damage. Now sure 70 damage ain't too shabby, but I feel as though it's not critical enough to make me happy with the changes. I was expecting that 50% damage from crits and sad to say, 30% just doesn't cut the cheese for me. at first I was like "Wow- not bad, not too bad" but around 50 plus more crits I've leaned more towards "wow- it's not enough, still"

I would be happier with less crit chance, and more crit damage. 30% is hardly critical unless you're hitting for 400-600 (which would net at least 140)((which ain't bad at all)) the issue is landing said damage to make your crits worth more. So the people that can actually utilize the crit damage for a better burst hit would be mainly casters that can nuke for 300-500 every second or so.

Let's buff critical hits to CRITICAL by it's definition. my DD procs shouldn't ever hit for more than a CRITICAL hit.. ever.. Might just be me, but let's find out!

Anywho take care yall.
Your asking for other games crits.... overkill

They need to have higher chance through spec
And variance with 20-70% but not linear bell curve
Sun 12 Apr 2020 10:28 PM by paqdizzle
gotwqqd wrote:
Sun 12 Apr 2020 12:31 AM
paqdizzle wrote:
Sat 11 Apr 2020 8:01 PM
I hit for 238 and my critical hit damage was 70 and my DD proc hit for 92
For the sake of what Critical damage has always been in most if not all games with x2 damage, this is nowhere near critical based on my base damage. Now sure 70 damage ain't too shabby, but I feel as though it's not critical enough to make me happy with the changes. I was expecting that 50% damage from crits and sad to say, 30% just doesn't cut the cheese for me. at first I was like "Wow- not bad, not too bad" but around 50 plus more crits I've leaned more towards "wow- it's not enough, still"

I would be happier with less crit chance, and more crit damage. 30% is hardly critical unless you're hitting for 400-600 (which would net at least 140)((which ain't bad at all)) the issue is landing said damage to make your crits worth more. So the people that can actually utilize the crit damage for a better burst hit would be mainly casters that can nuke for 300-500 every second or so.

Let's buff critical hits to CRITICAL by it's definition. my DD procs shouldn't ever hit for more than a CRITICAL hit.. ever.. Might just be me, but let's find out!

Anywho take care yall.
Your asking for other games crits.... overkill

They need to have higher chance through spec
And variance with 20-70% but not linear bell curve

Yes I was comparing the very definition of what critical means in most if not all other games, fair enough no? My weapon's DD proc can sometimes do more than my crits. But yeah I would rather see a Variance because that makes a little more sense, but not 20%. I would keep it at 30% seeing how that feels like a good minimum. You would have to do well over 300 damage to see a crit of 100 with the current mechanic. You need 333-335 damage to see a crit worthy of being called a crit. but even then, we're now looking at what classes can actually do 300+ Then we'd look at who can do that consistently or the most quick at doing so. Which means most casters(ment/eld/ench/sorc/wiz blah blah) What about the melee? what classes can see over 333? only a hand full, maybe 3 or 4 depending on spec/build/temp, and not counting archers due to you only having 1 shot that actually hits consistently over 333, and crit shot doesn't even penetrate blade turns here.

So it's hard to really adjust this "Crit" thing just right, but I know it can be done. It honestly feels close. But as of now, only those who consistently hits for over 333 will see a good crit worthy of being deemed: Critical. (my own bias opinion)

**If it were up to me, I would drop the Crit Chance, and raise the Damage % for melee's Mastery of Pain 9. For casters I would keep it at 30% Damage with the current 35% Crit Chance % for Wild Power 9.** I think this would fit better and not discourage Melee players to use MoP and not avoid it for the most part.

I just don't know what exact sweet spot would fit. Right now you get 25% from a maxed rank crit modifier. drop that to 20 flat, so 30% total can be reached, but up the damage to 50% plus. but 50% as a base for Melee users. I see Warriors benefiting the most from this seeing how they have the most burst damage from 2h weapons. BUT, I don't see many warriors on anyways... so might as well give them a reason to be played. The current situation here is there are already zergs, ganking, griefing, and all of it is done by how this server is set up for it's metas. Which don't get me wrong I enjoy a good synergy, but that seems to be the only way to play. Why not I say.. Why not let more variables into play with pure pain trains being capable again. Regardless of how you feel about them, Charge is not in the game..PA was nerffed to the ground, Levi was nerffed, They keep the mechanic of Static tempest due to "Working as intended" yet they nerffed TWF with LoS, yet keep shrooms ability to cast through LoS if they see you initially. They nerffed archery for scouts but gave them snares .. so.. See the pattern? Why not have melee be great again, and I think giving them better crits would be a great start.

Scouts always had poopy melee damage, BUT it was because they had amazing Bow damage, they didn't need the utility due to their target being in a critical state by the time they go to said scout... If they can add a stupid shield root (99% snare) then I'm sure they can fix this whole thing.
Mon 13 Apr 2020 12:54 AM by gotwqqd
paqdizzle wrote:
Sun 12 Apr 2020 10:28 PM
gotwqqd wrote:
Sun 12 Apr 2020 12:31 AM
paqdizzle wrote:
Sat 11 Apr 2020 8:01 PM
I hit for 238 and my critical hit damage was 70 and my DD proc hit for 92
For the sake of what Critical damage has always been in most if not all games with x2 damage, this is nowhere near critical based on my base damage. Now sure 70 damage ain't too shabby, but I feel as though it's not critical enough to make me happy with the changes. I was expecting that 50% damage from crits and sad to say, 30% just doesn't cut the cheese for me. at first I was like "Wow- not bad, not too bad" but around 50 plus more crits I've leaned more towards "wow- it's not enough, still"

I would be happier with less crit chance, and more crit damage. 30% is hardly critical unless you're hitting for 400-600 (which would net at least 140)((which ain't bad at all)) the issue is landing said damage to make your crits worth more. So the people that can actually utilize the crit damage for a better burst hit would be mainly casters that can nuke for 300-500 every second or so.

Let's buff critical hits to CRITICAL by it's definition. my DD procs shouldn't ever hit for more than a CRITICAL hit.. ever.. Might just be me, but let's find out!

Anywho take care yall.
Your asking for other games crits.... overkill

They need to have higher chance through spec
And variance with 20-70% but not linear bell curve

Yes I was comparing the very definition of what critical means in most if not all other games, fair enough no? My weapon's DD proc can sometimes do more than my crits. But yeah I would rather see a Variance because that makes a little more sense, but not 20%. I would keep it at 30% seeing how that feels like a good minimum. You would have to do well over 300 damage to see a crit of 100 with the current mechanic. You need 333-335 damage to see a crit worthy of being called a crit. but even then, we're now looking at what classes can actually do 300+ Then we'd look at who can do that consistently or the most quick at doing so. Which means most casters(ment/eld/ench/sorc/wiz blah blah) What about the melee? what classes can see over 333? only a hand full, maybe 3 or 4 depending on spec/build/temp, and not counting archers due to you only having 1 shot that actually hits consistently over 333, and crit shot doesn't even penetrate blade turns here.

So it's hard to really adjust this "Crit" thing just right, but I know it can be done. It honestly feels close. But as of now, only those who consistently hits for over 333 will see a good crit worthy of being deemed: Critical. (my own bias opinion)

**If it were up to me, I would drop the Crit Chance, and raise the Damage % for melee's Mastery of Pain 9. For casters I would keep it at 30% Damage with the current 35% Crit Chance % for Wild Power 9.** I think this would fit better and not discourage Melee players to use MoP and not avoid it for the most part.

I just don't know what exact sweet spot would fit. Right now you get 25% from a maxed rank crit modifier. drop that to 20 flat, so 30% total can be reached, but up the damage to 50% plus. but 50% as a base for Melee users. I see Warriors benefiting the most from this seeing how they have the most burst damage from 2h weapons. BUT, I don't see many warriors on anyways... so might as well give them a reason to be played. The current situation here is there are already zergs, ganking, griefing, and all of it is done by how this server is set up for it's metas. Which don't get me wrong I enjoy a good synergy, but that seems to be the only way to play. Why not I say.. Why not let more variables into play with pure pain trains being capable again. Regardless of how you feel about them, Charge is not in the game..PA was nerffed to the ground, Levi was nerffed, They keep the mechanic of Static tempest due to "Working as intended" yet they nerffed TWF with LoS, yet keep shrooms ability to cast through LoS if they see you initially. They nerffed archery for scouts but gave them snares .. so.. See the pattern? Why not have melee be great again, and I think giving them better crits would be a great start.

Scouts always had poopy melee damage, BUT it was because they had amazing Bow damage, they didn't need the utility due to their target being in a critical state by the time they go to said scout... If they can add a stupid shield root (99% snare) then I'm sure they can fix this whole thing.
What if we changed the name to
Extra damage
Mon 13 Apr 2020 4:25 AM by Azrael
gotwqqd wrote:
Mon 13 Apr 2020 12:54 AM
What if we changed the name to
Extra damage

Wed 15 Apr 2020 6:51 PM by paqdizzle
Then I would want critical damage too lol duh...
Thu 16 Apr 2020 4:02 AM by gotwqqd
With the reduced rate of crit Chance from RA they should go back to the random crit amount and then add the same +crit Chance from RA to the damage

So damage for crit equals rnd(10-50)+(crit bump bonus)
Thu 16 Apr 2020 6:24 AM by easytoremember
gotwqqd wrote:
Thu 16 Apr 2020 4:02 AM
With the reduced rate of crit Chance from RA they should go back to the random crit amount and then add the same +crit Chance from RA to the damage

So damage for crit equals rnd(10-50)+(crit bump bonus)
Or raise the max crit range while keeping the same minimum like 10-68% with MoP V
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