santonik
Member
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I found this wiki Critical Strike Calculation I want to first provide some details on how your chance to deal a Critical Strike is calculated. To approximate your odds, take the difference between your Support and the target enemy's Support. Divide that difference by 7 and add the number you get to the base chance of 4%. Let's use these numbers as an example: Your Support - 64 Enemy Support - 20 The difference in Support here is 44 points. Now, divide 44 by 7 and you get 6 (after rounding). So your chance to inflict a critical strike now becomes 10% (4% base odds + 6% Support bonus). Also be aware that while Support improves your chance to inflict a Critical Strike, it also reduces your Enemy's chance to inflict a Critical Strike on you! In the same example, your opponent's odds to inflict a Critical Strike are very low (the minimum chance of 1% actually). This chance is calculated by taking the base chance of 4% and subtracting your Support bonus (which in this case is 6%). Since 4% - 6% = -2%, the minimum chance of 1% is used. Understand that a 10% chance to inflict a massively damaging blow is an enormous advantage. Consider this... if in your average battle, you live to see 5 turns, each with a 10% chance to inflict a Critical Strike, your projected odds of inflicting at least one Critical during the battle become about 41%. I changes criticals totally. Todays criticals ingnored enemys defence ,rage ingnored defence too. That giving advanced high healt high damagers.(stregth+support) What if new criticals works something like this. 25% extra damage that move what you done. No any more defence ingnored ability. Rage needs that ignored ability. Idea is important not that extra damage % because that can be always changes. This is suggestion. I noticed this too. We need new calculation engine to calculating critical changes. If enemy is few stat better in support. enemy is some times huge advanced. Because enemy doing much often criticals. sometimes 2-3 in match. that is odd. because i believing criticals happening too often somehow. I like basic idea critical changes eat other player critical changes. That player who has better support can doing critical/s. That player who have less support can doing criticals whit core/s (Gun, aux and primary mastery) and some moves Example plasma cannon. If both player is same core that nullify each others. Gun, aux and primary mastery. Example both player have gun mastery. Both players nullify gun mastery. 1. A player is 50 support and B player is same. What if both cant doing critical. --- Except core/s and moves what is critical change. --- Take out natural minimum critical changes. Because there is core/s (Gun, aux and primary mastery) --- Core/s give 4% change to critical and it stack. drop that 4% to 2%.(Gun, aux and primary mastery) --- If both player is same core that nullify each others. Gun, aux and primary mastery. Example both is gun mastery. Both players nullify gun mastery. 2. A player is 25 support and B player is 150. What if B player is immune critical damage totally and can reflect back that critical damage. Because my english isnt perfect i giveHarsh example. A players strike whit critical. Damage is 30+15 extra damage(critical) B player can reflect back that 15 critical damage back This reflect works only if support is 50 stat better than enemy.Reflect dosent kill attacker. This can be naturally all class in passive. This is wild suggestion. I have 1 thing in my mind but i forgot it ;( But maybe i remember that later :).
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