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Renown Abilities

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zwerrie
Posts: 92

Re: Renown Abilities

Post#31 » Fri Jul 22, 2016 10:21 pm

@ Dabbart, ur correct yes

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Zealote
Posts: 456

Re: Renown Abilities

Post#32 » Sat Jul 23, 2016 8:27 am

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?
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).

Edit: Just to clarify, from this post fragment:
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.
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%)
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?
I'm not 100% sure how you're interpreting that so can't answer your question, but that formula basically just says:
<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

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jojomen
Posts: 143

Re: Renown Abilities

Post#33 » Sat Jul 23, 2016 8:51 am

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.

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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.

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Loans
Posts: 416

Re: Renown Abilities

Post#34 » Sat Jul 23, 2016 8:51 am

So no more TB in the future? :D

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Zealote
Posts: 456

Re: Renown Abilities

Post#35 » Sat Jul 23, 2016 8:57 am

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.
Yep, because your opponent has a base chance to be crit (based on their ini).

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

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roadkillrobin
Posts: 2773

Re: Renown Abilities

Post#36 » Sat Jul 23, 2016 9:25 am

Zealote wrote:
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.
Yep, because your opponent has a base chance to be crit (based on their ini).

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.
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.

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.
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Azarael
Posts: 5332

Re: Renown Abilities

Post#37 » Sat Jul 23, 2016 10:10 am

Loans wrote:So no more TB in the future? :D
Nope.

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.

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roadkillrobin
Posts: 2773

Re: Renown Abilities

Post#38 » Sat Jul 23, 2016 10:44 am

What about the crit formula??? Is FS and other crit reduction bonus calclulated before CHR bonuses and capped at 0????
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jojomen
Posts: 143

Re: Renown Abilities

Post#39 » Sat Jul 23, 2016 11:17 am

roadkillrobin wrote:
Zealote wrote:
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.
Yep, because your opponent has a base chance to be crit (based on their ini).

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.
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.

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.

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roadkillrobin
Posts: 2773

Re: Renown Abilities

Post#40 » Sat Jul 23, 2016 11:43 am

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).
Yeah all NPC's have same type of stats as 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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