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Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Sun Oct 23, 2011 8:34 pm
by Antison
Samuel wrote:
tek wrote:
John Brown wrote:I think instead of a hard cap, it could be easy enough to cap the levels of both more criticals and better criticals to 5 each.
That is a good idea too.
IMO its too late. (version has been published)

IMO introduce very good noncritical weapons would help.
It is not to late to cap the better and more critical skills.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Sun Oct 23, 2011 9:58 pm
by Samuel
tek wrote:
Samuel wrote:IMO its too late. (version has been published)
IMO introduce very good noncritical weapons would help.
It is not to late to cap the better and more critical skills.
I didn't say it is too late. I said: "IMO its too late." ;) (I wanted to say: "IMO it shouldn't be done.")
Just wanted to point out that people may already have skilled more points in this skill.

This results in:
a) complaining about the cap
b) the need to add some code to remove the skilled points
c) if (b) isn't done it would result in complaining about other players not affected by the cap. (and this unjust world ;-) - he has this skilled and I have not)

It's possible, but there are more "problems" now.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Sun Oct 23, 2011 10:00 pm
by Sarumar
tek wrote:
It is not to late to cap the better and more critical skills.
IMO it is too late, there are aready players over 100% CC. I suggest - decrease the bonus of more and better critical skills to +15% per level

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Sun Oct 23, 2011 10:46 pm
by Antison
Samuel wrote:
tek wrote:
Samuel wrote:IMO its too late. (version has been published)
IMO introduce very good noncritical weapons would help.
It is not to late to cap the better and more critical skills.
I didn't say it is too late. I said: "IMO its too late." ;) (I wanted to say: "IMO it shouldn't be done.")
Just wanted to point out that people may already have skilled more points in this skill.

This results in:
a) complaining about the cap
b) the need to add some code to remove the skilled points
c) if (b) isn't done it would result in complaining about other players not affected by the cap. (and this unjust world ;-) - he has this skilled and I have not)

It's possible, but there are more "problems" now.
Very true, but IMO its well worth it.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 8:36 am
by Joker
I'm not at a very high skill level (check my signature) but now that I have a critical chance of 38% and a critical multiplier of 3, I usually kill almost every monster with the first round, I have Flagstone's Pride equipped and since i can deal 4 hits in a round I usually get at least 1 crit which deals about 45/60 damage and almost every monster dies instantly.
I think it should be balanced because it is getting too easy once you've reached level 30 or similar.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 8:46 am
by nyktos
yeah, im seasoned...
and ironically - just wrote out plans for future skill points...

i've spent 4...
2 quick learner
2 magic finder

and my plans for the next 4...
2 critical chance
2 critical multiplier

i was avoiding reading up too much on skills,
to form my own opinions...

and blindly, i thought this was a formula for pure devastation.
the only reason i held off on the critical stuff early was it wasn't that effective that early
and that XP bonus early benefits most. (duh)

any way, with so many options...
it would be unfortunate to have players feel like they HAVE to build up criticals to survive.

good luck balancing this one out Team!
i hope things work out as well as i foresee! 8-)

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 10:59 am
by Antison
Oskar,

Do you have any thoughts or ideas about my concern here or my proposed solution?
I would love to hear what you think.

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 5:55 pm
by Sarumar
tek wrote:Oskar,

Do you have any thoughts or ideas about my concern here or my proposed solution?
I would love to hear what you think.
+1 to you tek, IMO there should bee somekind decrease and cap
Please consider also decreasing the bunus per skill level.

Edited and added spoiler
This is too easy way:
I have 5 level in more critical = CC 78% and 4 level in multiplier = I can do 1200 points damage per roud :twisted:

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 5:56 pm
by nyktos
:shock:

...i thought those would be devastating!

Re: Critical Hit Chance & Critical Hit Multiplier changes

Posted: Thu Oct 27, 2011 6:11 pm
by Sarumar
nyktos wrote::shock:

...i thought those would be devastating!
#:,*%"* I just wake up somewhere.. cold bed and some snowmen outside .. Those %"* lessers #/@& god masters got me in my home (iqhan cave).. Because im now in the BMW i try to find the brawe one on my way back.