Renown Abilities
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Re: Renown Abilities
The only passive chance to crit is from your opponent's initiative, which you can obv never get to 0 (from ini alone). If that SH didn't have any +crit gear/renown, or other buffs besides the 5% Spiked Squig one, his chance to crit should just be <% from opponent's ini> + 5% (or plus 5% - <roadkill's reduced chance to be crit>; that's what noone currently knows for sure - how the -ve values work and when they're 'converted' to 0, and in what order it's calculated, and more importantly, whether it's currently working correctly).Dabbart wrote:Maybe I am just confused, but shouldn't that SH have higher than 5%? You say he get's +5% passive from squiq, but don't characters have a passive %chance to crit? Buck naked a lvl 40 character has more than +5% chance to crit passively no?
Edit: Just to clarify, from this post fragment:
His base chance to be crit (meaning from ini) by a lvl 35 was 9% (so yep you're right it's higher than 5%)roadkillrobin wrote:Getting Intitive up to around 345 wich would landed you at almoast 9% to be crit. Then speccing for FS2 wich brings you to 1% Then speccing for FS3 wich brings you to negative 6.
I'm not 100% sure how you're interpreting that so can't answer your question, but that formula basically just says:Dabbart wrote:Quoting from Bozzax's Post:
critical hit rates are affected by defenders initiative vs attackers rank, in the following way:
(7.5*<attacker effective rank>+50)/<defender initiative>/10
you then add any crit chance modifiers from the attacker, and subtract any crit chance reduction the defender has:
((7.5*<attacker effective rank>+50)/<defender initiative>/10)+(<attacker crit bonus> - <defender crit reduction>)
Am I misunderstanding that?
<opponent's base chance to be crit from ini> + ( <attacker's flat % increases to crit hit (from set bonus/ability buffs etc)> - <defender's flat % reduction to be crit (from gear etc)> )
There's no base chance to critically hit that's inherent to your char like there is with +10% heal crit.
Aetir
Re: Renown Abilities
nope man, my chars can do CRITS even with 0% crit chance +0% from gear and rr points - but still crits procs eventually.
Base crits chance exist.

Base crits chance exist.

Last edited by jojomen on Sat Jul 23, 2016 8:52 am, edited 2 times in total.
jojomen wrote:Oh comon man, ofc its more based on ppl preference :
Order : (GUNS+FIREBALLS+bowmaster) ofc all ppl wonna be sexy archer or mage.
Destro : (SWORD+muscle CHOSEN, big foot orcs, alex mercer) tough and Manly males.
Re: Renown Abilities
Yep, because your opponent has a base chance to be crit (based on their ini).jojomen wrote:nope man, my chars can do CRITS even with 0% crit chance +0% from gear and rr points - but still crits procs eventually.
Base crits chance exist.
Roadkillrobin's has already said that he received crits when he should've had a -ve chance to be crit, which is why we're asking how the formula works exactly (in particular, when -ve values are 'converted' to 0, before or after you add attacker's +crit % modifiers) and whether it's the same as on AoR.
Aetir
- roadkillrobin
- Posts: 2773
Re: Renown Abilities
No, Base crit chance doesn't exist (unless added to this version) It based on the defenders initive. At rank 40 it somewere between 20-28% unbuffed depending on class. At rank 1 it's between around 10-12% unbuffed.Zealote wrote:Yep, because your opponent has a base chance to be crit (based on their ini).jojomen wrote:nope man, my chars can do CRITS even with 0% crit chance +0% from gear and rr points - but still crits procs eventually.
Base crits chance exist.
No, Base crit chance doesn't exist (unless added to this version)
But it seems like crit reduction cap at 0%. So basicly any bonus crits from items and renown abilltis seems to be static. Just like any Flat Parry/Block/Disrupt/Dodge bonus is static and can be't reduced by Power stats.
Roadkillrobin's has already said that he received crits when he should've had a -ve chance to be crit, which is why we're asking how the formula works exactly (in particular, when -ve values are 'converted' to 0, before or after you add attacker's +crit % modifiers) and whether it's the same as on AoR.
But it seems like crit reduction cap at 0%. So basicly any bonus crits from items and renown abillties seems to be static. Just like any flat Parry/Block/Disrupt/Dodge bonus is static and can be't reduced by Power stats.

Re: Renown Abilities
Nope.Loans wrote:So no more TB in the future?
An ability like TB which is almost mandatory should not, conceptually, exist. Its veneration is indicative that critical hit rate and critical damage stacking were too high. The correct response to this is to deal with the problem at source by either bringing down CHR and/or CD so that TB is unnecessary as a balancer, and applying whatever other modifications may be necessary to deal with the renown points that are left over, or moving to a power gain concept that does not twist and distort the base game state.
Of course, it's easier in terms of PR for a company to neutralize a problem (too high critical hit rate/damage) with an in-game band aid (trivial blows) rather than skipping the unnecessary added complexity and side effects of having something like TB in the game and hitting the problem at source, which is a damn tragedy.
Sooner or later we are going to have to discuss the response to Trivial Blows.
- roadkillrobin
- Posts: 2773
Re: Renown Abilities
What about the crit formula??? Is FS and other crit reduction bonus calclulated before CHR bonuses and capped at 0????

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Re: Renown Abilities
roadkillrobin wrote:No, Base crit chance doesn't exist (unless added to this version) It based on the defenders initive. At rank 40 it somewere between 20-28% unbuffed depending on class. At rank 1 it's between around 10-12% unbuffed.Zealote wrote:Yep, because your opponent has a base chance to be crit (based on their ini).jojomen wrote:nope man, my chars can do CRITS even with 0% crit chance +0% from gear and rr points - but still crits procs eventually.
Base crits chance exist.
No, Base crit chance doesn't exist (unless added to this version)
But it seems like crit reduction cap at 0%. So basicly any bonus crits from items and renown abilltis seems to be static. Just like any Flat Parry/Block/Disrupt/Dodge bonus is static and can be't reduced by Power stats.
Roadkillrobin's has already said that he received crits when he should've had a -ve chance to be crit, which is why we're asking how the formula works exactly (in particular, when -ve values are 'converted' to 0, before or after you add attacker's +crit % modifiers) and whether it's the same as on AoR.
But it seems like crit reduction cap at 0%. So basicly any bonus crits from items and renown abillties seems to be static. Just like any flat Parry/Block/Disrupt/Dodge bonus is static and can be't reduced by Power stats.
But how i do crits to MOBS *creeps* - does they have INI too? (and if yes - then what exactly a scale of stats for NON-player characters compared to players).
jojomen wrote:Oh comon man, ofc its more based on ppl preference :
Order : (GUNS+FIREBALLS+bowmaster) ofc all ppl wonna be sexy archer or mage.
Destro : (SWORD+muscle CHOSEN, big foot orcs, alex mercer) tough and Manly males.
- roadkillrobin
- Posts: 2773
Re: Renown Abilities
Yeah all NPC's have same type of stats as Players.jojomen wrote:
But how i do crits to MOBS *creeps* - does they have INI too? (and if yes - then what exactly a scale of stats for NON-player characters compared to players).
I think they follow the 0 line.
So for example a standard non champ mob (7.5*lvl)+50 = Their intitive stat. But i'm not sure.

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