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Re: Crit Boon

Posted: Wed Jan 13, 2016 5:37 am
by Voom
Zukero wrote:Well, we could have a Critical Resistance stat added, that would be added to attacker ECC before rolling the dice. CR would be between -1.0 and 1.0, meaning some mobs could be always critted, while others are immune.
The player may even have a way to get his own CR up through a skill.
I like it, too. This is similar to what rijackson suggested, but with CR stat. The skill is nice because it doesn't seem crucial for crit builds and it is still viable enough. gj

Re: Crit Boon

Posted: Wed Jan 13, 2016 3:36 pm
by rijackson741
Zukero wrote:Well, we could have a Critical Resistance stat added, that would be added to attacker ECC before rolling the dice. CR would be between -1.0 and 1.0, meaning some mobs could be always critted, while others are immune.
The player may even have a way to get his own CR up through a skill.
I don't quite understand what you are proposing. Are you saying that if I have, say, an ECC of 25%, then depending on the CR of the monster it could actually be anywhere between -75% (i.e., zero) and 125% (i.e. a certainty)?

I like the idea of a CR skill.

Re: Crit Boon

Posted: Wed Jan 13, 2016 5:56 pm
by Zukero
That's exactly it. I would limit the skill to a CR of around 20% (with two skill points I think). I don't want the player to become crit immune !

Re: Crit Boon

Posted: Thu Jan 14, 2016 3:31 am
by Voom
rijackson741 wrote:
Zukero wrote:Well, we could have a Critical Resistance stat added, that would be added to attacker ECC before rolling the dice. CR would be between -1.0 and 1.0, meaning some mobs could be always critted, while others are immune.
The player may even have a way to get his own CR up through a skill.
I don't quite understand what you are proposing. Are you saying that if I have, say, an ECC of 25%, then depending on the CR of the monster it could actually be anywhere between -75% (i.e., zero) and 125% (i.e. a certainty)?

I like the idea of a CR skill.
So if a mob had a CR of 0, player's ECC is as normal, 25%?

Mob : Player
+1 : 125% (100%)
+.75 : 100%
+.50 : 75%
+.25 : 50%
0 : 25%
-.25 : 0%
-.50 : -25% (0%)
-.75 : -50% (0%)
-1 : -75% (0%)

So the thresholds are b/w .75 and -.25 CR. Are you suggesting that some mobs (low level mobs in particular) are going to provide the player with higher than normal (higher than player's ECC) chance of criticals? I'm not sure if I like that. Maybe have a CR range from 0 to 1 representing the ECC range from 25% to 0%. It's reversed b/c a lower critical resistance obviously means more chance of being hit by a critical strike. What do you guys think?

Mob : Player
1 : 0%
.80 : 5%
.60 : 10%
.40 : 15%
.20 : 20%
0 : 25%

Re: Crit Boon

Posted: Thu Jan 14, 2016 7:24 am
by Zukero
A player's normal ECC is 0%. You need a crit weapon to have ECC. Or, in other words, with a CM of 1, ECC is pointless.

My point is that when a mob has a CR of 1, it is crit immune, and when it has a CR of -1, you have an ECC of 100% against it.

The rest is up to content creators, to use this stat wisely.

Re: Crit Boon

Posted: Thu Jan 14, 2016 10:26 pm
by Voom
Zukero wrote:A player's normal ECC is 0%. You need a crit weapon to have ECC. Or, in other words, with a CM of 1, ECC is pointless.

My point is that when a mob has a CR of 1, it is crit immune, and when it has a CR of -1, you have an ECC of 100% against it.

The rest is up to content creators, to use this stat wisely.
I know, I was just using the example of 25% ECC as normal. I get what you mean, though. It looks likes CR is completely replacing ECC. If not, how does ECC figure into calculating a critical strike using CR method?

Re: Crit Boon

Posted: Thu Jan 14, 2016 11:37 pm
by rijackson741
I think adding CR to ECC is not a good way to do it. For a player with a tiny ECC, if the monster has a CR of -1 then a critical hit will be as certain as it would be for a player that put tons of skill points into crits, and has an ECC of 50%. It seems much more logical to multiply rather than add. So
CR1.jpg
This way, if CR=0 then the monster is like a normal monster we have now, and if CR=1 it is immune to critical hits, as we have now. If CR is negative then the monster is susceptible to critical hits. If CR=-1 then the ECC is doubled. So a player with a tiny ECC of 1% now has an ECC of 2%. A player that put tons of skill points into crits, and has an ECC of 50% ("Zukero" springs to mind ;) ) now has an ECC of 100%, and a certain critical hit. This seems more balanced to me, and "maps better" to the existing game.

It would also be possible to apply CR to CM, rather than ECC. The math is a little more complex, but that doesn't matter:
CR2.jpg
In this case a negative CR would boost the critical damage, rather than the chance of a critical hit. Over the long haul the average damage per hit would be the same either way, it would just be spread out differently. Having thought about it, I don't have a strong preference for one or the other.

For the skill, I would give 25% per level, capped at two levels (so the monster ECC could be reduced by up to 50%, or the critical damage, but not the total damage, could be reduced by up to 50%). Maybe there should be some prerequisite skills too, such as Ev1 and/or BS1.

Re: Crit Boon

Posted: Thu Jan 14, 2016 11:45 pm
by Zukero
CR would be removed from ECC before rolling the dice.

If you have an ECC of 25%, fighting against a mob with .15 CR, you'll crit it with a 10% chance.
rendered useless by rijackson741's post.

I like your first version. I was leaning towards impact the critical chance rather than damages.

Re: Crit Boon

Posted: Fri Jan 15, 2016 7:23 pm
by Duke
Yep, I like the first version as well.

Re: Crit Boon

Posted: Fri Jan 15, 2016 8:44 pm
by Voom
I like your first version, too, rijackson. 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.

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.

Applying this formula (first one shown by rijackson) requires that every mob be implemented with their own CR value and 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?