[Suggestion] Increase critical hit chances

Maybe this is due to the abysmal random number generator but I find that my units do not critical hit often enough despite having high crit chances. However.. in the event that stat bonuses per level get reduced and hero levels fall under control I can't imagine using critical hits as a viable source of damage.

Currently critical hits are at 1/2 dexterity and inflict double damage. My suggestion is to change the critical damage to +40%, allow regular units to critical hit (perhaps calculated for each individual in the group) and provide a base chance of 5%+dexterity.

 

The following traits/profession should be adjusted:

Assassin: +10% Chance +40% crit damage

Vital Strike 1: +3% Chance +10% crit damage

Vital Strike 2: +5% Chance +5% crit damage

Vital Strike 3: +7% Chance +5% crit damage

Regular units should also be able to chose the following traits:

Perfect Aim: +5% Critical Chance

No Holes Defense: -25% Critical Chance

 

Critical hits (though at a reduced chance) as well as item effects such as poison should take effect when using special abilities. The choice in picking a special attack type should be weighted against the other options at level selection, not based on if my regular attacks will inflict more.

To put this in perspective my current godly sovereign has base dex 30, might (+31), acrobat (+31) and a total crit chance of 40% that inflicts 2.8x damage. A champion of the same level, without acrobat, would have a crit chance at 25% which is far too low to base any sort of strategy/progression around.

Using the above system this unit would have a 60% crit chance at 2x damage. A much more frequent rate of crit, and without might a much more comparitive source of damage versus focusing on strength with melee damage and heavy armor.

 

1,471 views 5 replies
Reply #1 Top

Is it possible the bonus is simply an increase to the normal percentage chance to critical hit? For instance, let's say all units have a 10% chance to critical by default (I'm not sure this is the case), is it possible the % is just a percent increase in this chance? So if you increased critical percent by 10, it would actually go up to 11% overall? That'd be weird, I know, but I'm just not sure on the game mechanics enough to say it's working the way you (and I) think it is.

Reply #2 Top

Values which have a base attribute list that base attribute in the tooltip, such as accuracy (Base +5). If critical chance has a hidden bonus it's not very high.

Reply #3 Top

I like these ideas, and think they would be worth trying out in the beta.

Reply #4 Top

I totally agree. Criticals are the bread and butter of the archer crowd. I would rather it be more likely to crit so that heroes that go path of the assassin have something to show for it. Double damage with a low strength is just not that impressive. I also would like to see some new assassin loot that totally ignores armor. 

Reply #5 Top

Quoting seanw3, reply 4
I totally agree. Criticals are the bread and butter of the archer crowd. I would rather it be more likely to crit so that heroes that go path of the assassin have something to show for it. Double damage with a low strength is just not that impressive. I also would like to see some new assassin loot that totally ignores armor. 
End of seanw3's quote

 

I was thinking of assassin gear that somehow works better the smaller the enemy group is, since a lot of people are looking for some counter to very powerful heroes.  (spears/pikes already filling the ignores armor role).