Recent Topics

Ads

Futile Strikes v Trivial Blows v Percentage Reduction

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Dabbart
Posts: 2251

Re: Futile Strikes v Trivial Blows v Percentage Reduction

Post#21 » Sat May 28, 2016 5:34 pm

Annaise16 wrote:Are you saying that speccing crit damage tactics are a complete waste of time for the mdps classes and that BW/sorc are as effective when their mechanic is at zero as when it is at 100?

No... I said nothing like that at all. I said that crit chances are dependant upon more than your base chance to crit. Those whom stack crit can be defended via various means, and those that have little to no crit stacked can be increase via other means. Saying that FS is entirely bias'd against classes that CAN stack crit isn't correct imo.

My knight can give +20% crit chance to my entire party via tactics(well, +10% for enemies to be crit, and +10% crit to hit), with a decent ini debuff you can push that to 25-30% relatively easily.

Am I not being clear? FS is helpful against FAR more than just the classes that stack to hit with crits. For instance, My Wh only has like +14% chance to crit or something, but with his Ini debuff he can crit nearly 20% of the time or higher depending on opponent. However, since 2 of his tactics are Crit dependant(+50% crit damage, and AA haste on crit), FS is still very helpful against him.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

Ads
Annaise16
Posts: 341

Re: Futile Strikes v Trivial Blows v Percentage Reduction

Post#22 » Sat May 28, 2016 5:45 pm

Dabbart wrote:
Annaise16 wrote:Are you saying that speccing crit damage tactics are a complete waste of time for the mdps classes and that BW/sorc are as effective when their mechanic is at zero as when it is at 100?

No... I said nothing like that at all. I said that crit chances are dependant upon more than your base chance to crit. Those whom stack crit can be defended via various means, and those that have little to no crit stacked can be increase via other means. Saying that FS is entirely bias'd against classes that CAN stack crit isn't correct imo.

My knight can give +20% crit chance to my entire party via tactics(well, +10% for enemies to be crit, and +10% crit to hit), with a decent ini debuff you can push that to 25-30% relatively easily.

Am I not being clear? FS is helpful against FAR more than just the classes that stack to hit with crits. For instance, My Wh only has like +14% chance to crit or something, but with his Ini debuff he can crit nearly 20% of the time or higher depending on opponent. However, since 2 of his tactics are Crit dependant(+50% crit damage, and AA haste on crit), FS is still very helpful against him.
You are being clear. You clearly do not understand how crit benefits different classes in this game. It is considerably more important for some classes than others. It is these classes that are most effectively countered by FS.

It is fair to say you have not understood my posts.

Dabbart
Posts: 2251

Re: Futile Strikes v Trivial Blows v Percentage Reduction

Post#23 » Sat May 28, 2016 7:06 pm

Well then I'm sorry. I responded as I read and understood the posts and OP to represent, and posted accordingly.

I still kinda resent you assuming that I had anything to say about "that speccing crit damage tactics are a complete waste of time for the mdps classes and that BW/sorc are as effective when their mechanic is at zero as when it is at 100?" Seeing as none of my posts said anything at all in regards to specific builds and their usefullness or lack thereof.

You just seem to be reaching for an arguement. But I always like to learn, so i'm going to reread your posts, and would enjoy if you would clarify what you believe I am not understanding. Not sarcastic, I am well aware that you know your **** annaise.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Futile Strikes v Trivial Blows v Percentage Reduction

Post#24 » Sat May 28, 2016 7:16 pm

Im still unsure of the point though. Futile Strikes reduces chance to be crit so hurts classes that make better use of crit. Those classes though get more out of speccing it. So you need to either give other classes better effects from crit or reduce the effectiveness those classes get from crit.
Image

User avatar
Tesq
Posts: 5713

Re: Futile Strikes v Trivial Blows v Percentage Reduction

Post#25 » Mon May 30, 2016 4:35 pm

Telen wrote:
Tesq wrote:Even if you dont have a stat that reduces the damage you have a stat that reduces the damage which crit is based upon.
Toughness reduced the crit amount by work pre crit, the issue is that only tank/healer stack toughness and only tank cap it.
Which mean that the defender have to work against crit instead the attacker, then you have to stack several defense as tank/healer which leads to have less def vs lots of source rather as a DD you need to stack 2 stats just like in bw/sorc case to do damages: int + crit.
It shouldnt have been forced upon the defender to spec against what quickly became just a damage boost. Other games dont handle it this way. You have to spec for what that damage boost is. In war crit just got closer and closer to just being a 50% dmg boost. The bw/sorc mechanic made the issue even worse. War needed a crit scaling stat so the devs could control the coefficent as other games do so TB wasnt necessary. Bad planning by mythic.

It just like the no armor cap with armor pen stat but resistance capped with no spell pen stat meant armor stacking was a given and resist stat became pointless end game. Their systems are all over the place.

im a bit late on this but i saw it just know, that's because at the time war had guard which was pretty different than other games; in war case is stronger even compared to swtor.
50% damage reduction are a lot and considering the cut they suppose there wasn't need a double crit handler.

i dont get the second part of the post what you mean "like no armor cap"? and cap with no pen for resistences?
armor have an hard cap, and resistence tough they have soft cap the value that get reduced divided by 3 still matter fully after a debuff if the stat go under the soft cap value, which is why you have cap around 40% but you can have after debuffed resistences still capped. This was the main way how i reduced the damage in live, i had cap resistences 1141 (cap at 731) then after the debuff of 400 from bw/engi/am they were still capped you then get a BO inside and you have a 40% from stats and a 20% from save me hide total of 60 %+ all stats buffed + 2x morales tactics .
Image

Who is online

Users browsing this forum: Google [Bot] and 6 guests