[Discussion/Feedback] The Armor Project

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roadkillrobin
Posts: 2773

Re: [Discussion/Feedback] The Armor Project

Post#131 » Thu May 11, 2017 10:50 am

bloodi wrote:I asked Aza if any value goes below 0 and he said no.

I am sure for at least armor and Crit. I guess its the same across the board.

viewtopic.php?f=8&t=11513&p=123023&hili ... +0#p123024
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Luth
Posts: 2840

Re: [Discussion/Feedback] The Armor Project

Post#132 » Thu May 11, 2017 11:02 am

Azarael wrote:Your chance to be critically hit can be lower than 0%.
viewtopic.php?f=97&t=19218&start=40

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roadkillrobin
Posts: 2773

Re: [Discussion/Feedback] The Armor Project

Post#133 » Thu May 11, 2017 11:10 am

Yes i know that. But it doesn't reduce the attackers chance of critical hitting you. It affects debuffs. Nothing else. As far as I know. And the test i did i did to prove myself wrong. I tought it could before i tested it.

I will however test it again today once i'm home from work.
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Daknallbomb
Posts: 1781

Re: [Discussion/Feedback] The Armor Project

Post#134 » Thu May 11, 2017 11:29 am

roadkillrobin wrote:Yes i know that. But it doesn't reduce the attackers chance of critical hitting you. It affects debuffs. Nothing else. As far as I know. And the test i did i did to prove myself wrong. I tought it could before i tested it.

I will however test it again today once i'm home from work.

Ty would be very interesting because thats a big diffrent
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

Luth
Posts: 2840

Re: [Discussion/Feedback] The Armor Project

Post#135 » Thu May 11, 2017 11:32 am

roadkillrobin wrote:But it doesn't reduce the attackers chance of critical hitting you. It affects debuffs. Nothing else. As far as I know.
I'm pretty sure that there is no such thing as critchancefrombuff in the combat calculations.

.getstats shows
CriticalHitRate which is the general crit rate (melee+range+healcrit) and stacks additively with, for instance, MeleeCritRate (only melee crit chance) to the attackers chance to hit an attack. Then CriticalHitRateReduction of the defender should be subtracted from that value.
There are abilities that raise/lower MeleeCritRate, CriticalHitRate or CriticalHitRateReduction of the attacker/defender and if one ability buffs/debuffs the same value, it doesn't stack and only the highest is counted (for MeleeCritRate and CriticalHitRate i think the aggregated value is taken for stack rules).

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Tesq
Posts: 5713

Re: [Discussion/Feedback] The Armor Project

Post#136 » Thu May 11, 2017 11:52 am

road it got out in my FoF thread that crit can go negative i assume that you now like me at that time you remember what aza said about he would had never let crit reduces go in negative so ye we didn't know about this till the Fof thread.
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Bozzax
Posts: 2690

Re: [Discussion/Feedback] The Armor Project

Post#137 » Thu May 11, 2017 11:58 am

Base + attacker - defender

Ofc There is no such thing as negative crits or negative values but....

The fact that the sum never is negative don't imply attacker - defender needs to be possitive.

Also reduction itself is a possitive value that is subtracted.

Not sure what az meant :/

Like i said before FS and TB were designed to perform "equally" and they sort of did in pre df/wf days to the point quite few ordies actually promoting FS as you also avoided on crit procs (CoC come to mind)

Bruglirs posts confirm this and his stuff pretty much 99.999% explained what was in your combat log. I think he even had access to the code at some point.
Last edited by Bozzax on Thu May 11, 2017 12:02 pm, edited 1 time in total.
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footpatrol2
Posts: 1115

Re: [Discussion/Feedback] The Armor Project

Post#138 » Thu May 11, 2017 6:22 pm

If your dumping all your renown points into crit reduction renown it won't help because your iniative will be low. You have to sacrifice a stupid amount to get to near zero to be crit chance to be near zero and that doesn't even affect thier to crit chance.

Iniative is expontential which means it has diminishing returns the higher you stack it. You need to stack it high enough to mitigate iniative debuff's. If you can drop a targets iniative to zero your at 40 to 50 pecent chance to be crit. crit reduction from renown is a hard flat value of reducing to be crit and doesn't have expontial growth like iniative does.

So example:
If you have 20% crit reduction and your iniative is dropped to zero your chance to be crit is like 30%. 50 minus your 20% crit reduction = 30% to be crit chance.

You need to maintain iniative of 250/300 ish to mitigate iniative debuff's.

None of this affects thier "to crit" chance. There are two separate value's here. To be crit and to crit.

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Luth
Posts: 2840

Re: [Discussion/Feedback] The Armor Project

Post#139 » Thu May 11, 2017 7:13 pm

footpatrol2 wrote:If you can drop a targets iniative to zero your at 40 to 50 pecent chance to be crit.
With 0 initiative, the chance to be crit is much higher than 40-50%, it should be infinite. With 1 initiative it's 3500%, with 10 initiative 350%, with 28 initiative it's 125% and with 148 initiative it's 23.6% chance to be crit (level 40 vs level 40).
Spoiler:
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Character has CriticalHitRateReduction 3 [(0 + 3) x 1], so it's "only" 122% chance to be crit after the 120 ini debuff. 148 initiative is the characters (slayer) base value without any additional ini from gear.

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Collateral
Posts: 1494

Re: [Discussion/Feedback] The Armor Project

Post#140 » Thu May 11, 2017 7:26 pm

What does 100%+ to be crit even mean? Every attack on you is a critical hit? Does it depend on the level of your enemy and their stats also, or it's simply 'you are crit every time'?

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