Re: Crit Boon
Posted: Sat Jan 16, 2016 12:18 am
As I have thought about it more, I have also swung over to the idea of altering ECC. Here's why. This is the current formula for calculating ECC from CS:
I didn't suggest it. My first post about changing monsters suggested a critical immunity stat ranging from 0 to 1. Zukero suggested a critical resistance stat (a much better choice of wording; you can be immune, or not, but you can't be 50% immune!) that included the possibility of negative values. I interpret that as meaning the monster (or even possibly player) would be particularly susceptible to critical hits.
The more I think about it, the more I like the idea of a CR stat. In addition to making monsters more variable, and adding a skill, there could be potions that temporarily boosted the players CR, and actor effects that reduce CR (even making it negative ). Imagine going up against a monster that not only could dish out critical hits, but could also reduce your CR every time it hit you
It's just a non-linear mapping of CS to ECC, which was done because CS was overpowered (that was before my time around here, so Zukero had better correct me if I'm wrong about that). This would be the new formula:
So now the chance of a critical hit depends on the critical skill of the attacker and the critical resistance of the attacked. This makes a lot of sense to me. It's conceptually easy to understand, which is a big plus.Voom wrote:However, I think we should forget about negative critical resistance. If you want to include negative CR, than you are adding a new function instead of just fixing an old one. And if so, what's the reasoning? I could make my own reason, but you suggested it so I think you should have the first opportunity to do so.
I didn't suggest it. My first post about changing monsters suggested a critical immunity stat ranging from 0 to 1. Zukero suggested a critical resistance stat (a much better choice of wording; you can be immune, or not, but you can't be 50% immune!) that included the possibility of negative values. I interpret that as meaning the monster (or even possibly player) would be particularly susceptible to critical hits.
It makes the monsters more susceptible to critical hits, but it does not require the player to get yet another criticals based skill to do it.Voom wrote:Having a CR range from -1 to 0 to 1 applied to ECC simply functions as a inverted percentage of 'oldECC', similar to the skill Piercing Criticals described previously.
Yes, but that's easy to do. To start they would just all get either 0 or 1, so they are the same as they are now.Voom wrote:Applying this formula (first one shown by rijackson) requires that every mob be implemented with their own CR value
I think you misunderstand the nature of the skill (either that, or I do). It has no effect on your chance of a critical hit. It affects the chance of a monster getting a critical hit on you. In AT there is no difference between you attacking a monster and a monster attacking you. A character and a monster have the same stats. A character can have skills that affect those stats, which monsters don't, and monsters may have actor effects, which you only get from some weapons or armor, but the base stats are the same. The same math is applied to them regardless of who is attacking who. So the skill affects your CR, not the monsters. A players starting CR would be 0, but this could be modified to 25% or 50% with one or two levels of CR.Voom wrote:all these values would be adjusted with the skill Zukero mentioned, but before dice is rolled. How do we do that? To be clear, how does is this skill implemented?
The more I think about it, the more I like the idea of a CR stat. In addition to making monsters more variable, and adding a skill, there could be potions that temporarily boosted the players CR, and actor effects that reduce CR (even making it negative ). Imagine going up against a monster that not only could dish out critical hits, but could also reduce your CR every time it hit you