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Misconception about Crit unlocks in Champion System

Celless
Celless
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Update as of 1.6.2: And I'm wrong... excuse me while Sheograth turns me into a cheese wheel for my friends to eat.


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tldr: Critical Rating is not the same as Critical value.

extended: I've been reading folks getting worked up about the 12% weapon critical rating or 12% spell critical rating and I think I've even seen numbers like 10% + 12% = 22%. If this has been clarified or resolved, I haven't seen it. So I figure, here is the other side of that buff (and you'll probably be disappointed if you thought you had to grind it out).

Here's how I see it based on the information we have.

We have a base Critical value of 10% against targets our level.

At VR14, we have a Critical Rating of 2099 or so that gives us a 10% chance to crit against other VR14s or about 210 Critical Rating per percent.

7 pieces of Medium Armor with skill line passive, another 629 Weapon Critical Rating.
Fighter's Guild Expert Hunter slotted, another 2099 Weapon Critical Rating.

I have 4827 Weapon Critical Rating. That translates to a 23% Weapon Critical value that shows up on my UI. The Ritual's 30 point unlock for Perfect Strike (I may have the name wrong) says "Increases your Weapon Critical rating by 12%." Well, 12% of 4827 is about 529. 4827 + 529 = 5406 Weapon Critical Rating.

Divide 5406 by 210, I have about a 25.7% Weapon Critical value against a VR14 target. A difference of about 2.75%.

At level 3, you need 6 Critical Rating to get a 1% Critical value. And everything related to Critical Rating scales based on your level. So you're not gonna be breaking out of Coldharbour with "22% Crit chance" if you have enough CP. It's gonna look like 11.2% on your tool tip.

Anyhew, thought I would offer that other side of the coin, because I think I've been reading more 10% + 12% = 22% posts or the reaction seemed to be that way.
Edited by Celless on February 10, 2015 9:04PM
  • madangrypally
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    Have you tested this and can confirm it works like you stat or is it more an assumption.

    Assumption 1: 12% critical rating increase from passive will increase a players critical chance by 12%. IE: 10% base + 12% increase = 22% new crit chance. Add passives/buffs will just increase this by those values. IE: 22% crit chance then add 2099 critical rating from the major buff to equal 32% new crit chance.

    Assumption 2: 12% critical rating increase is actually based on actual critical rating. IE: Base is 10% and adding 2099 critical from the major buff will now be increased by 12%. IE: 2099 x 1.12.
  • Feidam
    Feidam
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    12% crit rating doesn't = 12% chance to crit. So you don't add the 10% base chance with the 12% crit rating. Citing rating increases crit chance but not at a 1:1 ratio. From what I've witnessed ce,less is correct. Otherwise my PTS character would be sitting at like 57% to crit versus 45 ish.
  • mauritius.krebsb16_ESO
    i actually have that passive unlocked and the 12% is a flat increase, no worries.
  • Dracane
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    i actually have that passive unlocked and the 12% is a flat increase, no worries.

    Good news, if that is true.

    There is another passive in the apprentice tree, which increases the crit rating of spells and heals (though the description is a bit weird and I could get it wrong)
    After I have spent one point into it (which gives me 1%) nothing happens. The crit value in my character tooltip doesn't change.

    Maybe it is bugged, or I misunderstand the meaning.
    Edited by Dracane on February 8, 2015 2:38PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

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  • RoyJade
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    The passive where you spend points in the apprentice tree give you more power on your critical hit and heal, not a bonus on the critical rate. And the damage a critical hit does isn't in the tooltip.
  • Helluin
    Helluin
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    i actually have that passive unlocked and the 12% is a flat increase, no worries.

    Even if OT and useful for other discussions, how did you manage to collect 21 more CP?
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • DDuke
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    To be honest, I'd like them to move into using "critical strike rating" more than flat % values, that way you can represent your critical strike % much more accurately, and have different amounts of it on gear, rather than the current "2%" "4%" "10%" etc.

    Also, I feel critical strike chance should be balanced to be around 30% on average, and maybe 50%~ if absolutely maxed through toggled skills & set bonuses. That'd be more in line with other (MMO)RPGs & would feel more natural.

    When you have a higher chance to score "critical hits" than normal hits, something is wrong.


    Of course, PvE content & PvP should also be balanced around that value, so it'd be quite an undertaking...

    Just my thoughts.
    Edited by DDuke on February 8, 2015 4:58PM
  • timidobserver
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    I have a guildie that some how got a double pay out of the 70 Cps which gave him 140. He confirmed that the 12% is a flat crit increase.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Darkintellect
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    I have a guildie that some how got a double pay out of the 70 Cps which gave him 140. He confirmed that the 12% is a flat crit increase.

    If you mean a 12% flat increase as in it added onto your current critical value cumulatively, then as a NB Healer I certainly hope that's true.
    Edited by Darkintellect on February 8, 2015 9:59PM
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