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Critical hitting doesn't reward rage.

 
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10/2/2013 2:41:11   
ValkyrieKnight
Member

How fair is it to crit multiple times and still get to rage faster than the person being hit by criticals?
AQW Epic  Post #: 1
10/2/2013 8:39:46   
Mother1
Member

If you are suggesting what I think you are suggesting not supported.

You are still attacking the person and every attack awards you rage and should remain this way. Be it crit, block deflect or any combo of these.
Epic  Post #: 2
10/2/2013 12:21:31   
DarkDevil
Member

crict ignores 45% of enemy armor therefore you only gain 55% of the rage gain that turn so i won't support getting it down to 0% after all some damage has been decreased by armor.

< Message edited by DarkDevil -- 10/2/2013 12:23:19 >
AQ Epic  Post #: 3
10/2/2013 22:14:01   
ValkyrieKnight
Member

A critical hit is almost as good as a rage with short range crits can't be blocked. I don't find it balanced.
AQW Epic  Post #: 4
10/2/2013 23:04:06   
Mother1
Member

@ valkyrieknight

so because you don't find it balance it should be changed for everyone? Your change will affect all not just the group you are in.

Let's say i get a critical deflection for example. When I am deflected I get more rage to compensate for that deflection. However with your idea going into play every time me or anyone else get's a critical deflection the extra rage that would be gain for compensation wouldn't happen. Not to mention when you get a critical deflection you are doing less than 50% damage. Please explain to me how that would be fair?

You will also be punishing lower level players who fight juggernaut. Lower level opponents rely on their rage to get through the jug's tank like defenses. your idea would make crits a liability for the opponents of the jug, depending on whatever move they crit with and make them stand even less of a chance. Especially if they are barely doing damage to the jug.

Epic  Post #: 5
10/2/2013 23:36:45   
  Exploding Penguin
Moderator


So first off, I believe you get more rage the more damage you take. Second, you get WAY less rage for landing a crit, not to mention crits have a fairly low chance of happening. I crit people with average stat builds (namely focus and balanced tanks) and I only gain around 5-10% rage where I should normally gain around 25-35% if not more.
Epic  Post #: 6
10/3/2013 0:19:21   
ValkyrieKnight
Member

What I ask is for a less luck based something.

@ Mother
How often do critical deflections happen, seriously? I don't find your counter argument to be a strong one.

@ Penguin
I don't know the numbers, I've tried high support builds and rarely critical ( currently sporting 78+12 ) however when I use my 18 support build people critical hit me like there's no tomorrow and then tell me its because they have 20 more support that they critical 3 times a fight. Fights that rely on critical OR fights that are won BECAUSE someone got a critical does not seem like an ideal battle system.

Whatever that an be done to rid this game of its luck based fights would be better for the game imo.
AQW Epic  Post #: 7
10/3/2013 2:16:18   
Mother1
Member

@ Valkyireknight

It can happen as often or not as often as any of the luck factor in the game happens. Just because you don't see them happening =/= they don't happen to others.

So please explain me how it would be fair that whenever this luck factor happens (Critical deflection) that the attacker get's a double negative effect (half damage and no rage gain) while the person being attack get two positives? (half damage and knowing their opponent isn't one turn closer to rage)

Epic  Post #: 8
10/3/2013 4:03:14   
ValkyrieKnight
Member

@ Mother
I see where you're going at with that but I would prefer that anyday over the luck system we have now. Often when a critical is done it forces the person being critical hit to regroup, attempt to recover from the unexpected critical and waste their turn allowing the person who critical a free turn and ultimate gets them their rage early anyway. It's much more rare to crit deflect than it is to simply critical.

AQW Epic  Post #: 9
10/4/2013 0:08:13   
  Exploding Penguin
Moderator


quote:

I don't know the numbers, I've tried high support builds and rarely critical ( currently sporting 78+12 ) however when I use my 18 support build people


I'll use the actual numbers to show you.

So first off, believe it or not, critical chances scale very, very slowly with support. Even with your so-called high support (90 is not high by my standards, it's merely fairly above average. High in my standards would be around 105+), you'll find yourself maybe getting 1 or 2 crits at max per fight, if you're lucky. 7 more support than the opponent is +1% crit chance, up from a base 4%. So supposing you're using your 90, and an average player hosts 41 support (for simplicity), 90-41=49. 49/7 = 7. 7+4 = 11. Your base chances of landing a crit with any attack will be 11%, excluding cores. So supposing with that above-average support your fights last on average 7-8 turns, let's say 8 because I want to use the highest crit chances. The chance you will land 1 crit is (0.89)^8, which (if I counted right because I did this manually using the calculator desktop app which doesn't have an exponential feature) is about 39.366% chance. With your 90 support against a player with 41 support, your chance of landing a single critical hit would be just around 40%, supposing your fights on average have you attacking 8 times. Of course you could significantly increase this chance, my estimates by 7-9% or so if you used cores (I am a poor estimator so don't take my words on that) that increase your crit chance.
Epic  Post #: 10
10/5/2013 13:12:55   
toopygoo
Member

@ E.P.

we should found a statistical+analytical answer section of this forum, just to find certain odds of certain outcomes happening :P
respect, and approve your response to valkyrie
(upvote)
AQW Epic  Post #: 11
10/5/2013 13:37:48   
Xendran
Member

Rage as a whole is just flat out bad game design.
AQ DF Epic  Post #: 12
10/5/2013 14:03:58   
Mother1
Member

@ xendran

Yet if it is removed, there will be one less thing in the game that everyone gets to combat tank builds. Especially against jugs at lower levels. All the jugs would have to do is get rid of the their opponents energy to use their skills, and when that happens all hope will be gone for the opponents of juggernauts.
Epic  Post #: 13
10/5/2013 14:09:47   
Rayman
Banned


^
We don't want rage removed, Just Modified.
AQW Epic  Post #: 14
10/5/2013 14:19:27   
Mother1
Member

@ Rayman

With this idea as I pointed out anyone scoring a critical deflection would be on the receiving end of bad luck since Extra rage is given to compensate for the fact that you got blocked, or deflected yet with this just because the critical tag is added to deflection your compensation goes out the window.

Also from what I am reading OP wants this change due to his/her bad luck to help reduce luck, yet it isn't reducing bad luck it is just transferring it to another luck factor in another shape or form.

I am also worry about how this would affect lower levels. Especially those who a fight lower level juggernauts. For them rage is important since they need it to help make dents in those heavily armored players, and with this change every time you would score a crit it could become a liability for those players. Especially if they normally hit low and the crit itself would only score them 3-7 extra damage.

Epic  Post #: 15
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