GrumpyDuckling wrote: »
He's still got a point though. Crit is a massive source of damage that rivals the contribution to dps of CP at the low end. A 1.5x crit damage modifier at 50% crit chance is a 25% increase to DPS. A 1.72x crit multiplier at 70% crit is a 50% increase to DPS. That is way over the top in terms of being able to balance. If I were a PvE balance activist, I would set some pretty heavy hard caps in place where there are none.
You know what? I'll just throw this out there. There's a system from another game that I thought was pretty nice. Crit, with a 1.5x multiplier had a cap at 25% but there was also a more powerful devastating crit with a 3x multiplier that was capped at 10%. The diminishing returns were such that it was impossible to hard cap these without sacrificing other stats (like the equivalent of spell/weapon damage), and the math caps the dps increase at 32.5%.
Maybe it was 2x for the devastaing though, for a 22.5% damage increase... it's been a while.
GrumpyDuckling wrote: »
timidobserver wrote: »GrumpyDuckling wrote: »
This is the meta from previous updates. This setup is no longer optimal for endgame PvE.
Sounds a bit like Pseudorandom Number Generator (PRNG). The chance of landing a critical hit starts out low, but gradually increases every time you land a non-crit until you manage to land a crit, after which the chance resets. The increases are set up so that the average is normalized to your crit chance, so sustained DPS is virtually unchanged, but crits happen at much more regular intervals (and less regularly at the start of a gank, making them harder to pull off).xboxNA corin6 wrote: »I'd love for an mmo to finally throw away crit chance. It's one rng fest that people don't realize how often chance goes against them or benefits them. I've often thought of many system to remove crit with a more skillfull approach, like ramping damage. Hit target with 3 successful hits, 4th hit becomes critical. Raising said skil eventually improves, 2 hits, 1 crit. Damage becomes expected and less rng.
EldritchPenguin wrote: »Sounds a bit like Pseudorandom Number Generator (PRNG). The chance of landing a critical hit starts out low, but gradually increases every time you land a non-crit until you manage to land a crit, after which the chance resets. The increases are set up so that the average is normalized to your crit chance, so sustained DPS is virtually unchanged, but crits happen at much more regular intervals (and less regularly at the start of a gank, making them harder to pull off).xboxNA corin6 wrote: »I'd love for an mmo to finally throw away crit chance. It's one rng fest that people don't realize how often chance goes against them or benefits them. I've often thought of many system to remove crit with a more skillfull approach, like ramping damage. Hit target with 3 successful hits, 4th hit becomes critical. Raising said skil eventually improves, 2 hits, 1 crit. Damage becomes expected and less rng.