Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Ok... too many numbers floating around... so what is the new critical % that Thief offers? I believe on PTS it was 12% but they'd discussed reducing it before it went Live.
As far as I am aware critical damage multiplier is additive but some are a flat increase while others a percentage of the critical damage modifier. The Piercing Spear (Templar passive) and the Shadow Mundus stones give a flat bonus of 5% and 12%, respectively. But Trap Beast (Fighter’s Guild) and Elfborn are a percentage of your critical damage multiplier. So investing CP to get Elfborn to 10% would result in a critical damage multiplier of 1.55 (1+0.5*1.1). Adding in Trap Beast and Shadow should bring your critical damage multiplier to 1.73 (1+0.5*1.1+0.5*0.06+0.12).trimsic_ESO wrote: »@Asayre When looking at your formulas, I can see that the crit damage bonus is additive.
For instance, if the base damage bonus for a crit is 0.5 and if I invest some CP to have 10% more damage for a crit, then the damage bonus for a crit is 0.5 + 0.1 = 0.6, meaning that a critical hit will do 60% more damage than a normal hit. Do you confirm?
Is it the same formula for the impenetrable trait, but being subtractive instead of additive? For instance 0.5 - 0.1 = 0.4 if I have 10% resist to crit damage?
srlamasnrb18_ESO wrote: »So at wich point The shadow is a better option than the warrior?