This change is part of a series of changes: https://forum.playphoenix.online/viewtopic.php?f=2&t=12982
Critical Damage:
The critical damage as of right now is random from 10 to 50% (or 1 to 99% when in vendo), this is one of the 2 areas that still use normal rng, this will be changed to a specific amount (e. g. 30% when not in vendo and 50% when in vendo).
Critical Hit Chance:
Using the current live values for wild power and mastery of pain lead to rather non sensical 49% crit rates making crits not really anything special, especially when coupled with the wildly varying critical damage.
Wild Power and Mastery of Pain will be changed, they will see a reduction in the chance they provide but also increase the critical damage %.
The exact numbers here will be posted at a later time once some simming happened, the intention is not to really change the average damage. The general gist of it is that crits will become rarer but each individual crit will be noticable.
EDIT:
After some simming, the default critical damage will be set to 30% extra damage and for the RAs the scaling will follow that of avoidance of magic (2%, 3%, 5%, 7%, 10%, 12%, 15%,17%, 20%), each level will increase the crit chance and the crit damage by the listed percentage.
This will result in the average total damage being about 2% higher at level 9 of these RAs, less than 2% at lower levels and no change without these RAs.
Dual Threat will be reduced to 2, 3, 5, 7 and 10% and also provide an increased critical damage boost.
Critical Damage:
The critical damage as of right now is random from 10 to 50% (or 1 to 99% when in vendo), this is one of the 2 areas that still use normal rng, this will be changed to a specific amount (e. g. 30% when not in vendo and 50% when in vendo).
Critical Hit Chance:
Using the current live values for wild power and mastery of pain lead to rather non sensical 49% crit rates making crits not really anything special, especially when coupled with the wildly varying critical damage.
Wild Power and Mastery of Pain will be changed, they will see a reduction in the chance they provide but also increase the critical damage %.
The exact numbers here will be posted at a later time once some simming happened, the intention is not to really change the average damage. The general gist of it is that crits will become rarer but each individual crit will be noticable.
EDIT:
After some simming, the default critical damage will be set to 30% extra damage and for the RAs the scaling will follow that of avoidance of magic (2%, 3%, 5%, 7%, 10%, 12%, 15%,17%, 20%), each level will increase the crit chance and the crit damage by the listed percentage.
This will result in the average total damage being about 2% higher at level 9 of these RAs, less than 2% at lower levels and no change without these RAs.
Dual Threat will be reduced to 2, 3, 5, 7 and 10% and also provide an increased critical damage boost.