Critical hits
Posted: Tue Jun 26, 2012 10:36 pm
Just saw a lot of stuff about critical hits being balanced out too much, and that it's now useless. I must say that I agree with some of you, as I stopped using my critical build after the version 0.6.11. Instead of making critical hits ineffective against a lot of monsters, and lower the chance of a critical hit happening, why don't we just do this instead?
When I first started the game with a critical build, I was surprised to find that although I only had 5 attack damage, I was able to land damaging hits on a hardshell beetle with the assistance of the venomous dagger (from before it was balanced out). I had always thought that with damage resistance, the damage critical hits would do would have to go through the following process: (your normal attack damage - enemy's damage resistance) * your critical multiplier. Instead, it was something like this: your normal attack damage* your critical multiplier - enemy's damage resistance.
If you think of this, it doesn't really make sense. If the enemy has a lot of fat and tough skin, I cannot send my dagger through him to cause him pain. So, my normal damage cannot hurt him. Which means it would be impossible to hit a critical spot of his either, since I can't even land a blow anywhere on him, let alone in a pressure point.
The point is that I think that using the above sum (your normal attack damage - enemy's damage resistance) * your critical multiplierto replace the calculations for critical damage which is being used now would sufficiently balance out critical builds without forcing them to buy two sets of gears in case a boss has critical resistance.
When I first started the game with a critical build, I was surprised to find that although I only had 5 attack damage, I was able to land damaging hits on a hardshell beetle with the assistance of the venomous dagger (from before it was balanced out). I had always thought that with damage resistance, the damage critical hits would do would have to go through the following process: (your normal attack damage - enemy's damage resistance) * your critical multiplier. Instead, it was something like this: your normal attack damage* your critical multiplier - enemy's damage resistance.
If you think of this, it doesn't really make sense. If the enemy has a lot of fat and tough skin, I cannot send my dagger through him to cause him pain. So, my normal damage cannot hurt him. Which means it would be impossible to hit a critical spot of his either, since I can't even land a blow anywhere on him, let alone in a pressure point.
The point is that I think that using the above sum (your normal attack damage - enemy's damage resistance) * your critical multiplierto replace the calculations for critical damage which is being used now would sufficiently balance out critical builds without forcing them to buy two sets of gears in case a boss has critical resistance.