Maintenance for the week of January 5:
• PC/Mac: No maintenance – January 5
• NA megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)

Show precentage for crit chance

joshisanonymous
joshisanonymous
✭✭✭✭✭
This was discussed before, but only briefly, and the issue is still relevant today. It's just bizarre to display a "chance" for something as a plain integer that means absolutely nothing to players unless you have the knowledge to convert it into a percentage and a calculator handy. When I look at "increases crit chance" on gear, what I really want to see is a percentage because it's a chance. There was an addon that did this for you in game, but it's extremely out-of-date now. This proves that it's plenty possible to have percentages shown by default, though. Please consider showing this information. It's way better for new players to see, and as an old player, even I would still much rather see percentages than abstract integers.
Fedrals: PC / NA / EP / NB

  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    It's an odd choice to have the % on the stats screen, and then when you hover over you see the change in an integer.

    In the meantime however, for those who don't know. 219 = 1%. So a golded piece of gear typically has 657 crit chance - i.e. 3%
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • frogthroat
    frogthroat
    ✭✭✭✭✭
    It is a bit difficult to figure out without a calculator. You can see the current crit chance in Character details (C).

    But the way everything is shown in this game is either a flat value, or a percentage. And they are different.

    Flat value increases the base value by that amount.
    Percentage increases the value by the percentage.

    That means that if you have for example Major Savagery and 3 crit lines. 3x 657 crit chance, you will now have 10 + 12 + 3 + 3 + 3 = 31% crit chance.
    If the crit lines would be 3% each and Major Savagery would be 12%, then you would have 10 * 1.12 * 1.03 * 1.03 * 1.03 = 12% crit chance.
    If Major Savagery would still be flat value, but crit lines are percentages, then you would have (10 + 12) * 1.03 * 1.03 * 1.03 = 24% crit chance.

    So the calculations differ wildly depending on if they are flat values or percentages.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    frogthroat wrote: »
    It is a bit difficult to figure out without a calculator. You can see the current crit chance in Character details (C).

    But the way everything is shown in this game is either a flat value, or a percentage. And they are different.

    Flat value increases the base value by that amount.
    Percentage increases the value by the percentage.

    That means that if you have for example Major Savagery and 3 crit lines. 3x 657 crit chance, you will now have 10 + 12 + 3 + 3 + 3 = 31% crit chance.
    If the crit lines would be 3% each and Major Savagery would be 12%, then you would have 10 * 1.12 * 1.03 * 1.03 * 1.03 = 12% crit chance.
    If Major Savagery would still be flat value, but crit lines are percentages, then you would have (10 + 12) * 1.03 * 1.03 * 1.03 = 24% crit chance.

    So the calculations differ wildly depending on if they are flat values or percentages.

    Indeed, but most players don't go into that level of detail. If they see crit chance on a piece of gear their minds automatically go to additive rather than multiplicative - as that has been the standard in games for decades.

    In a similar way, and having had to explain this to new tanks, players automatically go to damage reduction as being additive, when it is in fact multiplicative. Major Prot for example is NEVER 10% - even if naked and with no CP because their is a base 10% reduction ZOS built in. At the high end of mitigation Major Prot goes from being a 10% tooltip to a ~0.30% reduction.

    Edit: For full context - Major Prot's highest reduction on a fully buffed tank is ~3% against DoTs or non-blocked attacks.
    Edited by Gabriel_H on 15 December 2025 16:15
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • loosej
    loosej
    ✭✭✭✭✭
    frogthroat wrote: »
    It is a bit difficult to figure out without a calculator. You can see the current crit chance in Character details (C).

    But the way everything is shown in this game is either a flat value, or a percentage. And they are different.

    Flat value increases the base value by that amount.
    Percentage increases the value by the percentage.

    That means that if you have for example Major Savagery and 3 crit lines. 3x 657 crit chance, you will now have 10 + 12 + 3 + 3 + 3 = 31% crit chance.
    If the crit lines would be 3% each and Major Savagery would be 12%, then you would have 10 * 1.12 * 1.03 * 1.03 * 1.03 = 12% crit chance.
    If Major Savagery would still be flat value, but crit lines are percentages, then you would have (10 + 12) * 1.03 * 1.03 * 1.03 = 24% crit chance.

    So the calculations differ wildly depending on if they are flat values or percentages.

    This would be easy enough to solve by choosing different wording, for example "adds 3% base crit chance" vs "increases total crit chance by 3%". Still not the most intuitive for new players, but easy enough to understand once you know the difference.
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    The problem is not really how it's calculated. Its that ZOS does a poor job explaining how its calculated.

    Much like a lot in this game they rely too heavily on players and the community to "just figure it out"

    I never did figure out why ZOS set max crit chance with a value of 21,912.
  • frogthroat
    frogthroat
    ✭✭✭✭✭
    wolfie1.0. wrote: »
    I never did figure out why ZOS set max crit chance with a value of 21,912.
    Probably because they wanted ~100 to be about 0.5% and 21,912 is divisible by 1, 2, 3, 4, 6, 8 and even 12. Less rounding.

  • loosej
    loosej
    ✭✭✭✭✭
    wolfie1.0. wrote: »
    The problem is not really how it's calculated. Its that ZOS does a poor job explaining how its calculated.

    Much like a lot in this game they rely too heavily on players and the community to "just figure it out"

    I never did figure out why ZOS set max crit chance with a value of 21,912.

    It's because max level (CP160) is considered lvl 66 internally. At lvl 50 (no CP) you get mostly round numbers.
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • joshisanonymous
    joshisanonymous
    ✭✭✭✭✭
    loosej wrote: »
    This would be easy enough to solve by choosing different wording, for example "adds 3% base crit chance" vs "increases total crit chance by 3%". Still not the most intuitive for new players, but easy enough to understand once you know the difference.

    Yeah, that's a rather poor reason to make tooltips completely opaque by making "crit chance" an integer rather than a percentage. MMO players are extremely used to percentages being applied both additive and multiplicative. What they're not used to is coming across "267 crit chance" and having to imagine, somehow, without any context whatsoever, what that actually means for their chances of critting. I mean, the ESO official support page doesn't even have an explanation on how this integer converts to an actual chance/probability/percentage. It's 100% decontextualized, making it impossible to parse on its own.
    Fedrals: PC / NA / EP / NB

Sign In or Register to comment.