Re: Renown Abilities
Posted: Fri Jul 22, 2016 10:21 pm
@ Dabbart, ur correct yes
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=15760
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?
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?

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