657 ÷ 21912 = 0.02998357064622124863088718510405
943 ÷ 21912 = 0.04303577948156261409273457466229
2180 ÷ 21912 = 0.09948886454910551296093464768164
The problem is that our old gear needs to becomes obsolete when we level up, because the gear grind during leveling is a beloved staple of the mmo genre.
New players understand that 200 crit points on the new piece are better than 150 on the old one, even without knowing how those numbers actually work, while a piece of armor going from 3% crit down to 1% within a few levels will need some explanation.
The problem is that our old gear needs to becomes obsolete when we level up, because the gear grind during leveling is a beloved staple of the mmo genre.
New players understand that 200 crit points on the new piece are better than 150 on the old one, even without knowing how those numbers actually work, while a piece of armor going from 3% crit down to 1% within a few levels will need some explanation.
All stats on all gear does that anyway.
Personally I think they probably keep it that way cause percentages get confusing. Like are we adding percentage points? Are will multiplying actual percentages? Most long-time players know the answer to this but newer ones will likely be just as confused as they are now with the numbers.
The problem is that our old gear needs to becomes obsolete when we level up, because the gear grind during leveling is a beloved staple of the mmo genre.
New players understand that 200 crit points on the new piece are better than 150 on the old one, even without knowing how those numbers actually work, while a piece of armor going from 3% crit down to 1% within a few levels will need some explanation.
Equation:
2 * <level> * (100 + <level>)
Level 40 character:
2 * 40 * (100 + 40) = 11200
CP 160 character (max):
2 * 66 * (100 + 66) = 21912
679 ÷ 11200 = 0.060625
975 ÷ 11200 = 0.08705357142857142857142857142857
420 ÷ 21912 = 0.01916757940854326396495071193866
603 ÷ 21912 = 0.02751916757940854326396495071194
That is true but, this sort of indication is there because of low level scaling thing.
The problem is that our old gear needs to becomes obsolete when we level up, because the gear grind during leveling is a beloved staple of the mmo genre.
New players understand that 200 crit points on the new piece are better than 150 on the old one, even without knowing how those numbers actually work, while a piece of armor going from 3% crit down to 1% within a few levels will need some explanation.
All stats on all gear does that anyway.
Personally I think they probably keep it that way cause percentages get confusing. Like are we adding percentage points? Are will multiplying actual percentages? Most long-time players know the answer to this but newer ones will likely be just as confused as they are now with the numbers.
This is a very good point too, because they are not consistent or clear across many stats right now.
That 150 crit piece in my example adds 150 crit when you buy it at level 1, it will be 150 when you can equip it, and it will be 150 at level 50/CP160. When you show the calculated crit chance instead, it seems to add 75% crit when you buy it at level 1, but when you can finally equip it, it will be only 3%, and soon after it will be <1%.Billium813 wrote: »New players understand that 200 crit points on the new piece are better than 150 on the old one, even without knowing how those numbers actually work, while a piece of armor going from 3% crit down to 1% within a few levels will need some explanation.
Gear already becomes obsolete as you level up. Changing the displayed values to percentages would not change that fact.