Crit Chance - Why make it linear

Discussion in 'General Archive' started by ULTRAPEINLICH, Aug 16, 2015.

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  1. ULTRAPEINLICH

    ULTRAPEINLICH Forum Duke

    Hi

    I've been asked to post this here. On Facebook EDIT group there was an ongoing discussion, why crit has been changed / "nerfed" and why the new system is more logical.

    I'm going to quote myself here:

    [​IMG]

    This excel calculation I created some months ago explains the logarithmic curve of the armor and resistance function and its result in a linear effective health progression. As you can see, every 500 points in armor render less and less damage reduction in % (from a 20% increase to 13%, 9% and so on). However, your effective health increase remains linear (always the same number for every 500 points armor). For critical hit rate the only thing you improve by enhancing your crit value is the probability to crit. A linearly growing probability to crit is not linked to an exponential increase of dmg output, unlike armor/resists to effective health. So it makes more sense to make this curve linear (always get the same probability increase for every critital hit rate point, no matter how many points you spend).

    /e: This is the link to the discussion in case anyone is interested in and has access to FB [link removed]
     
    Last edited by moderator: Aug 16, 2015
    Darwarren and Klaustrophobiker like this.
  2. Theranger

    Theranger Someday Author

    A lot of players were going for % crit and crit value build and at lvl 45 that build with damage difference due to pvp fame , does insane amounts of damage , perhaps to try to balance . Seeing as too many players go for a crit heavy build , perhaps this change was done with critical hit values, along with the pvp fame talent change.
     
  3. _Baragain_

    _Baragain_ Living Forum Legend

    Her is the problem with linear though. As it stands right now, as I discussed here, it is almost unfeasible to get greater than 30% crit chance under the new system and there is nothing to prevent old low level legendaries (LLLs) from still being OP. I don't necessarily have an issue with linear progression (though I do admit I like the diminishing returns more), but the current linear equation of %Rate=CHV/110.92 is too shallow for current enchantments for existing items, but if they were to make it steeper, the old OP LLLs would still be OP. I could be satisfied if the made LVL 50 items have min 300, max 400 but then adjusted the slope of the line from 1/110 to something closer to 1/80. Then, 8 excellent lines or 10 good lines, coupled with a % enchantment like on the Witch set or the Dragonache ring would be able to put you at the 50% mark while simultaneously rendering the OP LLLs obsolete.
     
    bendover and Darwarren like this.
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