From Rory at Reddit : Crit mechanics will change
Want to help RT users, its easy, just add damage mod after RT like +2-4 phys damage each, maybe add 5 of them, and that would give them a decent buff.
IGN:Axe_Crazy
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Yeah, I kind of think that status conditions on critical hit should go.
Take the Burning Arrow character. Ignite works well with moderate critical chance - only one Ignite deals damage at a time, better to make it do 7x the damage. You'll be able to land a crit multiple times within four seconds anyway. So Chance to Ignite is basically utterly meaningless for this character. On the skill, on the support gem: meaningless. +0% more damage. This applies to pretty much all elemental crit. Being able to do more damage and trigger some affixes on uniques is more than enough power. It doesn't need to render another three stats obsolete on top of that. " ....... you can just reboofify the support gem. |
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I agree with many of the posts here .. cap for crit chance and/or crit multi will bring some balance.
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
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" I also agree something should be done. Capping crit multi and removing status effects from crits would help a lot IMO. I think the people that don't want anything to change just love their OP build, which I can understand. However, why should crit do more dps than a vanilla damage approach? It certainly shouldn't do the obscene amount of extra dps it does now. It should be a trade off... Consistent dps with lower damage, or spikier dps with higher possible damage per hit (crit). Maybe going the crit path should have something like 15-20% more overall dps but nothing more. Dps should be similar IMHO, just make them two different choices for damage scaling. Last edited by Nerdicide#2522 on Dec 7, 2014, 8:40:45 PM
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" Haha if going the crit path would only do 15-20% more damage as you suggest then i for sure hope it wouldn't require the current 1/3 of the passive skill points investment that it requires now. I hope you understand that crit is meant to do much more damage, in any game, than non-crit. |
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The thing is that in pretty much .. every game crit chance is capped .. here you actually end up with crit chance higher than your chance to hit ...
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
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" It doesn't matter if your crit chance is higher than your hit chance, because compared with other games accuracy is still rolled. On other games crits have less %multiplier but has the innate advantage of "can't miss". I said it before and I'll keep saying it, %chance is not the problem, %multiplier is the problem. Mainly because if you invest in %chance/%multiplier you will have far more damage than investing on flat phys/ele/spell/etc with the only disadvantage of spiky reflect (vaal pact exists tho). Chance enables builds, multiplier just inflates damage. |
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