Critical problems (Full Version)

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toopygoo -> Critical problems (5/8/2013 9:44:55)

critical is said to be calculated by the difference in support:
then why is it, that when i play people higher levels with equal support, or lower levels with lower support, i take on average 2 critical hits per game?

the math really makes no sense if what is posted on the wiki is true (because during one of theses games i deal 0 crits myself, unless i am using cheapshot)

how about percent is calculated by the following:

base chance to crit=5%

level difference: higher level has lower chance to crit by 1% per level difference (and vice versa for lower levels)

the chance to crit cannot be increased (because it is supposed to be a luck based stat) except by the purchase of cores (which we should be able to upgrade as well e.g. level 1 primary mastery =4% increase, level 2 primary mastery =5% increase and goes up to level 3)

also, make the base chance to critical on rage like 1%
you already ignore half of their defence, so why need another 45% of 45%... really you only get like 67% total




TRizZzCENTRINO -> RE: Critical problems (5/8/2013 10:19:09)

one word, luck
you are simply unlucky enough to not press the button at the right time

quote:

level difference: higher level has lower chance to crit by 1% per level difference (and vice versa for lower levels)

can't agree with this one

quote:

the chance to crit cannot be increased (because it is supposed to be a luck based stat) except by the purchase of cores (which we should be able to upgrade as well e.g. level 1 primary mastery =4% increase, level 2 primary mastery =5% increase and goes up to level 3)

it is still a luck/% stat no matter how much you reduce it, unless your remove it from the game. the critical % needs to be lowered but not increasing by support would be a big nerf to the stat.

quote:

also, make the base chance to critical on rage like 1%
you already ignore half of their defence, so why need another 45% of 45%... really you only get like 67% total

unsure about this, what about cheapshot, plasma cannon and bunker buster? are you saying that they shouldn't crit when used with rage?




toopygoo -> RE: Critical problems (5/8/2013 11:34:14)

why cant you agree with the first one?

and no, i said critical only remain active on skills or weapons that have it. the chance to critical with a neutral (nonbuffed) weapon is 1%




Ranloth -> RE: Critical problems (5/8/2013 11:36:16)

Because it still depends on luck, and you're setting the higher level player at even bigger disadvantage. Lower level players already get 5% higher chance to start first per level difference, and there doesn't need to be another bonus. First strike can make a difference.




toopygoo -> RE: Critical problems (5/8/2013 11:41:24)

thats what they say in the wiki, however even 35's with 2 support higher than me, start before 90% of the time.
and that was when i was 32...




Mother1 -> RE: Critical problems (5/8/2013 11:44:00)

@ toopygoo

Greater chance to start =/= will always start first. That is why it is called chance. The same could be said with 20% chance to crit =/= you will crit more then someone with less support. It is all chance not set.




toopygoo -> RE: Critical problems (5/8/2013 11:55:12)

then the next idea i had was why not make critical chances relative to what has already happened:
if you get blocked, your chance to critical increases in the next turn by 15%,
or if you critical once, then your chance to crit again is decreased by 10% for the next turn

because games where you take 3-4 crits in a row from people with the same support level as you is rather infuriating




Ranloth -> RE: Critical problems (5/8/2013 11:58:51)

It's still luck based, doesn't fix anything. Blocks were nerfed once in Delta (slower scaling + lower %) yet they are still a problem. Besides, you'd be giving Crits a boost really & blocks would get nerfed. Indirectly that is.




drekon -> RE: Critical problems (5/8/2013 12:03:10)

Sometimes it does seem like Critical Strikes are able to exceed the 20% limit. For example, there are times when I get crit 3 times in a row by support merc. Although I still win some of those battles, it does concern me a bit. That said, I've seen some cases of extreme luck in the past so it's hard to tell if there's really a problem or just luck. Even so, we have means of reducing an opponent's Critical Strike chance or the amount of damage it does. Though not many people use these effectively enough.




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