From Rory at Reddit : Crit mechanics will change
" 50/400 is 2.5x damage. I think a soft cap of 50/600 would be a good place if you had to pay actual stat points to get it. An example is Spectral Throw Stave crit, which knockbacks enemies with Blunt Trauma. The multiplier from critical damage on that is by no means anything close to overpowered - the stat tree becomes this hideous stretched out thing and your Increased% multiplier suffers. [1] You end up with a soft cap of something like 33/600, a multiplier of 2.64. Power charges can get it to just over 3x. Then you have freakin' daggers. Crit chance on damage nodes you want to begin with. That are all attached to the same area. Crit chance intrinsic that's the equal of an entire critical cluster on the stat tree (which is in the neighborhood of 20 stat points worth of value). How many free stat points does the wand implicit give you again? One? Balance~ (But yes, the bulk of the issue is critical chance and the stat tree layout for certain weapons, not critical multiplier. Damage suffixes (which are almost non-existent besides attack speed) on gear that noncrit can't access is annoying, but not enormous by itself.) [1] And of course, you have to deal with the accursed accuracy of the red zone. Altogether from a lower increased% and accuracy, we can say the 3x damage from crit comes closer to 2.1 after all this tax overhead. Which is worth it, but it isn't close to 10x the damage wands and daggers can achieve. 2.1x damage for a support gem and a smattering of stat points. I will firmly assert that's balanced. Last edited by LimitedRooster#5890 on Dec 7, 2014, 4:37:45 PM
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" ya u cant nerf crit chance, and theres no reason to nerf crit chance. Whats the problem? crit does too much damage, what is scaling crits damage? crit multi, so nerf it. When you mess with crit chance you mess with too many other things that are tied to it and are not the problem. Accuracy, again you are fucking over non crit builds who dont get RT, loads of the builds that nerfing crit is trying to help would be nerfed with accuracy, whats the point in that? Its counter productive. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Could put some small %More Damage nodes with a notable behind RT. Then heave a couple small %More Damage placed at various areas on the left hand side of the tree.
It would require a large point investment from the right hand side, would allow normal melee to compete on higher end content a small bit easier, and if you take RT you can get a larger buff on it at the expense of having it cap off since no crit multiplier. Or just have RT have the ability to crit, but crits cause onslaught or rampage on hit for x seconds. "Whether you think you can or you think you can't, you're right!" Henry Ford
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Crit chance is MUCH more powerful than crit multi when you factor in all the 'on crit' triggers.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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" http://en.wikipedia.org/wiki/Red_herring What can never be lent or earned?
Somewhat, that devours everyone and everything: A tree that rush. A bird that sings. It eat bones and smite the hardest stones. Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings. What am i? |
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Jess will you guys ever stop whining abaout crit being broken. if u dont freaking like it dont play it simple as that
@Stodderkonge
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" Stupid idea. I have characters that is non-crit and don't use resolute technique. I don't like where this crit-discussion is going. Since when was the game about crit or rt? I would rather see more ways of dealing damage than what the game currently offers, like keystones that enhance damage in new ways. "Axe bad! Fix please!"
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" That is not taking on consideration PVP. -Hey, but i found an "i win" button i want to keep! -But if other childs dont use that button, they cant play -Screw them! Game is balanced around what a player can do, that counts crit builds, so if the unbalance is big (like on this case, whit 1,4M dps crit builds) and GGG sets enemies according to that, we can get a Crit or nothing meta where a non crit user can stay afk in front of the enemy boss whitout killing it due to regen I am not personally asking for a crit nerf, but a way to ensure people can play anything else than crit. A system that would support non-crit builds like Calm (azure), would help mitigate the tides. And before you come whit the "expensive gear" argument, the perfected gear has 2 components on price. 1 Mirror + a fee, that is stablished by a person and you accepted, so you accepted that price, And if there were more non-crit viable builds they wouldnt charge you that much fee, so it would be easier for you to gear, thats a production-demand system |
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" on crit triggers are not a problem, the tooltip dps of crit builds using the crit multiplier gem is the problem. On hit triggers like cast on crit would be wiped out of the game if you capped crit chance, they wouldnt be 'balanced' they just wouldnt be viable at all as a concept. whats he point of just wiping out huge sections of builds for the sake of stopping crit builds doing excessive damage when you can do that without wiping out those builds, its just short sighted way of looking at the problem, just like the accuracy idea. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" Pretty much in the same boat, but I only got one character that is in the same route, and it happens to be one of my favorite characters I made. Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016 |
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