WrathOfInnos wrote: »As predicted, I’m going to disagree. As you mentioned, doing good damage with low crit chance relies heavily on luck. I don’t think that success or failure should be determined by RNG, things need to be repeatable. Now it could be said that the current system also has plenty of luck built in (especially for Sorcs with frag procs), and if there were a way to smooth that out I would be all for it. IMO damage was much more consistent when everyone was running 80%+ crit chance and lower crit damage (Elsweyr through Greymoor IIRC), now with the ~60% crit meta and high crit damage the variance is much higher. I’m opposed to continuing that trend with another crit chance nerf or crit damage buff.
Interestingly, you can think about the absolute extremes, 0% crit chance or 100% crit chance. Both result in entirely repeatable DPS performance. I’d be in favor of either of these, as long as other stats were tuned down to ensure 100% crit builds are not overpowered (which has been a reality before, maybe even now), or tuned up so that 0% crit builds did approx the same damage they do right now.
Edit: I’ll also add that it’s not uncommon to reach 2.5X multiplier on crit this patch. Nightblades with Shadow can even achieve 2.78X, but IMO that’s only worth trying with Acuity, and typically they’d be better of using Thief for more crit chance.
YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
As it is, not scoring a crit just feels real bad. When you're tasked with killing a particular threat very quickly, and you see the damage number for your big attack not crit, at best it leaves a bad taste in your mouth and at worst causes a wipe (thinking scalecaller hard mode). Reducing crit chance only leads to more situations like this, because either scoring consistent critical hits would be needed to run content or the content would be balanced around not needing crits, and then having many would greatly change how the fight plays out. Consistency is needed for consistent content, and banking on getting lucky to do well isn't enjoyable. Just imagine whipping at the end of a 20min boss fight because rng isn't in your favor, and you just low roll in execute.
WrathOfInnos wrote: »As predicted, I’m going to disagree. As you mentioned, doing good damage with low crit chance relies heavily on luck. I don’t think that success or failure should be determined by RNG, things need to be repeatable. Now it could be said that the current system also has plenty of luck built in (especially for Sorcs with frag procs), and if there were a way to smooth that out I would be all for it. IMO damage was much more consistent when everyone was running 80%+ crit chance and lower crit damage (Elsweyr through Greymoor IIRC), now with the ~60% crit meta and high crit damage the variance is much higher. I’m opposed to continuing that trend with another crit chance nerf or crit damage buff.
Interestingly, you can think about the absolute extremes, 0% crit chance or 100% crit chance. Both result in entirely repeatable DPS performance. I’d be in favor of either of these, as long as other stats were tuned down to ensure 100% crit builds are not overpowered (which has been a reality before, maybe even now), or tuned up so that 0% crit builds did approx the same damage they do right now.
Edit: I’ll also add that it’s not uncommon to reach 2.5X multiplier on crit this patch. Nightblades with Shadow can even achieve 2.78X, but IMO that’s only worth trying with Acuity, and typically they’d be better of using Thief for more crit chance.
Critical chance isn't about repeatability, at a fundamental level, it is literally RNG unless you are at 100% chance--people are thinking about raw damage when they talk about "consitency." So I don't see how your disagreement makes any sense.
What I'm looking for is what "amount of critical multiplier" would make it on par with "raw power" with a 40% cap so that other builds are viable. Is it 2.5x? Is it 2.0x? Is it 3.0x? And when I say critical multiplier, I mean unbuffed from other sources. This is base critical damage done.
Critical chance is literally: Your character got lucky and hit the JACKPOT!
If you are allowed to always hit jackpot, then of course it's going to be the lost powerful--but my point is there's no real "gamble" after a certain chance (currently). That's what isn't healthy about it.
RNG = High risk, high reward.
If people are opposed to a cap, I propose another method:
Every 5% over a 40% critical chance, has a critical failure chance of 5%, where you do 1/2x base damage. But I still would say that critical damage is above 2.0x as the base multiplier the risk and reward is still high!
There's just so much irony is saying people want consitency in RNG... I can't.
YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
I know I'm going to get a LOT of resitance to this, but here it goes:
I believe the game would be healthier and more diverse if critical chance was capped at 40%, BUT critical damage bonuses would replace some set slots that improve chance.
This is because critical chance is supposed to be an old school "skill" called "luck." It was mainly a high risk, yet high reward, feature.
My goal in this proposal is to make spell/weapon damage the relatively "constant"/reliable damage metric.
While Stamina and Magicka translates to your proficinecy in "healing done" as well as your total durability in a fight.
And lastly critical attacks/heals will do beyond ~2.5x damage when an attack/heal crits. 50% chance would be too much for a bonus multiplier of 2.5x damage. What I'm proposing basically makes "luck" (RNG) not a trait you can exploit and follow as the "only way to get the most damage" in ESO. The game is boring without build variety in end-game to have fun.
Anyway, expecting a lot of disagreement here, but I'm not really interested in any person's opinion that disagrees just because ALL of their dps builds are currently set up for the crit meta and don't want to lose their "kingly status" as a dps lord. That's not an argument, that's a whine.
wills43b14_ESO wrote: »Actually, I'm on my soapbox, so here's some histograms I generated for this awhile ago:
I believe this is a simulation of 10 frag casts total damage.
You can see here that even if you WANT some rng, it's better to keep crit dmg low if you want crit chance rng.
If you want to keep crit damage REALLY HIGH, then crit chance needs to be very low or very high.
wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
[snip]- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die.
This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react).
This change would only make crit rate even more highly required.
FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
- Devs are too stupid to understand combat logs with high variance (so they should dumb down the game for themselves)?
- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die. This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react). This change would only make crit rate even more highly required.
FrancisCrawford wrote: »FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
- Devs are too stupid to understand combat logs with high variance (so they should dumb down the game for themselves)?
- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die. This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react). This change would only make crit rate even more highly required.
In which particular fights have you experienced this problem?
The only close-call DPS check I've had for a while is when I took a garbage build into Spindleclutch 2 to see if that was a good place to farm vampires for the endeavor, and had to solo Bloodspawn (and another boss) before I had enough vampires racked up. That was not a situation likely to repeat, and one I could have averted with a better build anyway.
FrancisCrawford wrote: »FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
- Devs are too stupid to understand combat logs with high variance (so they should dumb down the game for themselves)?
- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die. This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react). This change would only make crit rate even more highly required.
In which particular fights have you experienced this problem?
The only close-call DPS check I've had for a while is when I took a garbage build into Spindleclutch 2 to see if that was a good place to farm vampires for the endeavor, and had to solo Bloodspawn (and another boss) before I had enough vampires racked up. That was not a situation likely to repeat, and one I could have averted with a better build anyway.
vSS HM.
FrancisCrawford wrote: »FrancisCrawford wrote: »FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
- Devs are too stupid to understand combat logs with high variance (so they should dumb down the game for themselves)?
- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die. This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react). This change would only make crit rate even more highly required.
In which particular fights have you experienced this problem?
The only close-call DPS check I've had for a while is when I took a garbage build into Spindleclutch 2 to see if that was a good place to farm vampires for the endeavor, and had to solo Bloodspawn (and another boss) before I had enough vampires racked up. That was not a situation likely to repeat, and one I could have averted with a better build anyway.
vSS HM.
How many player-seconds do the DPS checks take? If it's in the low hundreds (e.g. 3 players, 90 seconds) then I'd doubt the RNG aspect is all that big of a deal.
FrancisCrawford wrote: »FrancisCrawford wrote: »FrancisCrawford wrote: »wills43b14_ESO wrote: »YandereGirlfriend wrote: »I would rather not touch Critical Chance again but I would be all for increasing the competitiveness of other damage stats.
This would require:
- Reducing the Critical Damage stacking ceiling (or introducing Critical Resistance to PvE enemies)
- Increasing the "power budget" of item set bonuses (and, specifically, 5-piece bonuses...) such as Weapon/Spell Damage and Max Stats
- Increasing class-specific affinities for stacking alternative bonuses (e.g. Sorcerer Spell/Weapon Damage passive, Warden Northern Storm Max Magicka scaling, Templar unique Weapon Damage passive, etc.) so that different classes are incentivized to stack different types of damage stats
That would lead to a much healthier meta where different classes would reach peak damage output by stacking different damage stats rather than homogenizing everyone into stacking Critical Chance and Damage.
Good luck adjusting the power budget around the variance. That will be a nightmare for ZOS. They'll probably use the expectations (means), which isn't a great way to go around it whenever the uncertainty (variance) is very large.
It's still not clear what genuine problem you're trying to solve:
- Players are too stupid to understand combat logs with high variance (so we should dumb down the game for them)?
- Devs are too stupid to understand combat logs with high variance (so they should dumb down the game for themselves)?
- Fights with identically good or bad player rotations might last a different number of seconds when replayed (which is bad because -- why?)?
Let's say a fight has a particular target that needs to die in x seconds or else you wipe. Let's say on average with or without this change the player is able to kill this target and not wipe. With a high crit rate they are able to do this consistently and can manage a few hits not critting. Now if there is a huge difference between crits and normal hits, and the crit rate is low, the player is likely to either get lucky, score some extra crits and clear the target faster, or not score enough crits and die. This would require base damage to be high enough to clear without gambling on your success in the fight, forgoing crit chance, or leave crits so sought after you would build for them far more than people already do (since zos lowered crit rate and raised crit damage we already see how players react). This change would only make crit rate even more highly required.
In which particular fights have you experienced this problem?
The only close-call DPS check I've had for a while is when I took a garbage build into Spindleclutch 2 to see if that was a good place to farm vampires for the endeavor, and had to solo Bloodspawn (and another boss) before I had enough vampires racked up. That was not a situation likely to repeat, and one I could have averted with a better build anyway.
vSS HM.
How many player-seconds do the DPS checks take? If it's in the low hundreds (e.g. 3 players, 90 seconds) then I'd doubt the RNG aspect is all that big of a deal.
It isn't big deal. But op wants to create a system that will do so. he wants to have rng based builds. Putting aside the fact that his ideas don't support his vision, the argument of dps checks exist is about his vision.
wills43b14_ESO wrote: »Actually, I'm on my soapbox, so here's some histograms I generated for this awhile ago:
I believe this is a simulation of 10 frag casts total damage.
You can see here that even if you WANT some rng, it's better to keep crit dmg low if you want crit chance rng.
If you want to keep crit damage REALLY HIGH, then crit chance needs to be very low or very high.
None of your stats show 40% chance, which is where I wanted to see that as the cap.
And great, you can show the charts and defend that the dependability drops, but that's my argument about RNG--ESO is FAKING critical chance to be actual chance when you can build 60-80%. my visuals for what chance should look like with an ideal/perfect cosine wave to normalize the attacks.
Y axis is "damage", X axis is time in seconds.
Yes I know that actual RNG data would not look this ideal. Bare with me. Less critical chance would look closer to the shallow cosine wave for average dps, and more critical chance would "rock the boat" but the average would still be the same.
This means you can have raw power and critical chance builds and they'll on average be the same power. But if people are trying to measure their reliability for crit chance, but don't want to do the statistics of it--then is that excuse to allow for 60-80% chance to make it more "reliable" and overpowered? No. No at all.
Crit chance is not MEANT to be reliable. If you want reliability, you go for raw power. If you want wild chance to do crazy damage beyond the "average", critical chance should strike HARD and it will feel good when it does. But asking for it to hit hard ALL THE TIME is just taking place of raw power's purpose! So although it sucks to not crit when you want it to, it will crit sometimes in a GREAT way that will be worth the risk to some. THOSE are the players that know what RNG is truly about.
I don't even want to get into the fact that RNG on computers aren't actually "randomly" generated, but the main point is that ESO's crit meta is being exploited and replacing the dependability of what RAW POWER is supposed to do.
Whether you do or don't want to hear it, that's the fact. Critical chance in this game can bypass the "chance" aspect of it and make it more dependable, and the strongest builds primarily because it isn't left up to chance anymore. There's no space for players to come up short, thus it's not really chance--but it's planned. I cannot repeat/emphasize this enough.
Edit: Typos, clarification on some topics.