[Discussion/Feedback] The Armor Project
Re: [Discussion/Feedback] The Armor Project
Please stop flaming each other because of such a nonsense; i just asked if a core dev has access to the combat calculations, especially crit calculations and maybe he'll find the answer soon™.
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Re: [Discussion/Feedback] The Armor Project
dak we will test this internally in guidl when we have both time cuz i look to this too since im interested in a crit reduction buildDaknallbomb wrote:??? Wy start youre kid Flame again... ?
Did you know it 100% that a negativ get crit Chance dont have any Effekt ? No! What we know now is that you Cant negate attackers crit nothing Else and i want to know more about that so i try people to test it with me.. Dont Make every Thing to youre Personal Thing! Here is nothing about you rly nothing. Yea i quote you But that dont means you have to test that

Re: [Discussion/Feedback] The Armor Project
How the **** is asking you too proof read flaming...
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Daknallbomb
- Posts: 1781
Re: [Discussion/Feedback] The Armor Project
That would be great! If that dont works i Test it with tesq than and write down what happendLuth wrote:Please stop flaming each other because of such a nonsense; i just asked if a core dev has access to the combat calculations, especially crit calculations and maybe he'll find the answer soon™.
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
Re: [Discussion/Feedback] The Armor Project
It just looked like the topic would escalate for no reason (from different sides) and GMs/mods tend to close topics when this happens; would be nice to come to a conclusion before a lock.Dabbart wrote:How the **** is asking you too proof read flaming...
@crit topic
From a core dev:
Info is not 100% sure. Maybe it was changed after Aza's confirmation that it can go to negative or it works under certain circumstances; maybe on weekend when i have time and can find a victim, i can test it too.if i'm not wrong : when being hit, the stat "% of chance to be crit" cannot be negative
said in another way, with for example a base of 15% being hit (items etc.), if you have FS lv3 it will be exactly the same FS lvl4 : 15%
Nevertheless everyone should spec for full hardy concessions and last stand to be on the safe side.
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Re: [Discussion/Feedback] The Armor Project
Thanks Luth, that comment wasn't directed at you btw. But I understand.
I think the confusion is with the stated formula:
((7.5*<attacker effective rank>+50)/<defender initiative>/10)+(<attacker crit bonus> - <defender crit reduction>)
Now, the statdoll is not to be trusted, I get that. But FS directly lowers your "chance to be crit". But according to that formula, and since it can't go into the negatives, it has 0 impact on initiative/lvl chance to be crit. So...
If this is correct, then it's possible that attackers crit rate is affected by reduced chance to be crit. But not your lvl/initiative math. And the Entire stat-doll crit calculation, and way it is displayed is incorrect. And I didn't test 1k attacks for the "real" crit %. I'm still waiting for anyone to confirm that it is possible in any way shape or form to remove someones ability to crit you. So far, we have 1 test that supports that. If we get more, than further testing will be called for to confirm specifics. However, His test was strange for this. He saw:
I think the confusion is with the stated formula:
((7.5*<attacker effective rank>+50)/<defender initiative>/10)+(<attacker crit bonus> - <defender crit reduction>)
Now, the statdoll is not to be trusted, I get that. But FS directly lowers your "chance to be crit". But according to that formula, and since it can't go into the negatives, it has 0 impact on initiative/lvl chance to be crit. So...
If this is correct, then it's possible that attackers crit rate is affected by reduced chance to be crit. But not your lvl/initiative math. And the Entire stat-doll crit calculation, and way it is displayed is incorrect. And I didn't test 1k attacks for the "real" crit %. I'm still waiting for anyone to confirm that it is possible in any way shape or form to remove someones ability to crit you. So far, we have 1 test that supports that. If we get more, than further testing will be called for to confirm specifics. However, His test was strange for this. He saw:
he was not at a high enough Ini to have 0% chance to be crit via lvls, and was relying on his reduction to lower the incoming Crits.... So, Robin, if you could try to recreate this, or if anyone can that would be AWESOME. I would love to be proven wrong on this. It would entirely change the way I build character... Edit: but my last test was at 3.6% to be crit, 33% crit reduction and 1% attacker base chance to crit, and we saw crits... so I dunno wtf.roadkillrobin wrote:Tested again, went with 4.9% headroom this time.
5.1% to be crit. 25% reduction vs 15% offensive crit. 6min of just AA and no crits. This is very good news for order players.
So Luth is correct. Crit reduction doesn't cap at 0 and used this formula.
Basecrit + Attackers crit - Crit reduction.
- roadkillrobin
- Posts: 2773
Re: [Discussion/Feedback] The Armor Project
Then my guess is that crit reduction/crit increase from gear/tactics works on a seperate calculation then from renown. One wich can be reduced lower then 0 and one that can't. I remember reading that two package of information is being sent in combat, one with static information and one that progressive, something like that. While i don't really understand exactly that means it might explain it.
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Re: [Discussion/Feedback] The Armor Project
Skimmed through the thread, my 2cents about the crit thing:
You might want to consider the crit reduction and stacking it passed 0% chance to be crit as means to cancel out debuffs rather than actually impacting critchances of other players in a manner that "negative chance to be crit" would suggest.
If player has x% chance to crit you, and you stack critreduction pass the point of being 0% chance to be crit it (read that as "negative or w/e; y%) won't affect the x% to crit a player has - however it might cancel out debuffs that increase your chance to be crit (+z%).
Lets say you have a "negative" chance to be crit with -3%, you are hit with a debuff increasing your chance to be crit by 5% - you effectively sit at 3% to be crit with the debuff.
While, as Dabbart has worked out, your opponents chance to crit you is unaffected.
As to this theory of "negative" critreduction having any effect: I haven't tested it.
Someone with patience/time might want to see how debuffs and critreduction stacking work out together.
You might want to consider the crit reduction and stacking it passed 0% chance to be crit as means to cancel out debuffs rather than actually impacting critchances of other players in a manner that "negative chance to be crit" would suggest.
If player has x% chance to crit you, and you stack critreduction pass the point of being 0% chance to be crit it (read that as "negative or w/e; y%) won't affect the x% to crit a player has - however it might cancel out debuffs that increase your chance to be crit (+z%).
Lets say you have a "negative" chance to be crit with -3%, you are hit with a debuff increasing your chance to be crit by 5% - you effectively sit at 3% to be crit with the debuff.
While, as Dabbart has worked out, your opponents chance to crit you is unaffected.
As to this theory of "negative" critreduction having any effect: I haven't tested it.
Someone with patience/time might want to see how debuffs and critreduction stacking work out together.
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- roadkillrobin
- Posts: 2773
Re: [Discussion/Feedback] The Armor Project
We allready know that negative vallues affects debuffs that increaee your chance to be crit.
Whats unclear is that we get different test ressaults regarding crit reduction vs critstacking. So it might be just that some vallues are able to be reduced while others arn't. It also night be, like Dabbart sugesting, that The initiative vallue of chance to be crit, might be hardlocked. While crit from gear, and renown and tactics can be reduced by Futile Strikes, tactics and gear reduction.
Considering the ressaults doesn't match with one and other, there's something wierd goin on or testers doing something wrong. I myself have gotten mixed ressaults in tests wich makes my question if I missed something myself.
Whats unclear is that we get different test ressaults regarding crit reduction vs critstacking. So it might be just that some vallues are able to be reduced while others arn't. It also night be, like Dabbart sugesting, that The initiative vallue of chance to be crit, might be hardlocked. While crit from gear, and renown and tactics can be reduced by Futile Strikes, tactics and gear reduction.
Considering the ressaults doesn't match with one and other, there's something wierd goin on or testers doing something wrong. I myself have gotten mixed ressaults in tests wich makes my question if I missed something myself.

Re: [Discussion/Feedback] The Armor Project
Can someone come up with a logical way to make WS more effective vs armor stacking without making armor stacking worthless? Personally it would be nice if armor wasn't this GOD stat that adds the most effective defense in a tali slot?
I'd bet that aside from all glass cannons the majority of all players are throwing armor talis in (if they have a clue how good it is) - so anyway to get this thread back on topic and discuss ways to level the playing field for us physical DD's that got our Cov's nerfed nearly completely defeating the purpose of faster AA's
I'd bet that aside from all glass cannons the majority of all players are throwing armor talis in (if they have a clue how good it is) - so anyway to get this thread back on topic and discuss ways to level the playing field for us physical DD's that got our Cov's nerfed nearly completely defeating the purpose of faster AA's
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