EDIT: I agree with critical hits being calculated AFTER (attack - defense).

It would be great if the armor reduction is taken off before doing the crit multiplier.  What do others think?

2,033 views 6 replies
Reply #1 Top

If you go with path of the assassin, crits happens all the time (I have 30+ crit in my latest game). Even more chance? That's a bit much isn't it?

I think crit damage should just be a multiplier on damage done (after armor is calculated) rather than a multiplier on attack (which is probably why it is doing so much damage).

Reply #2 Top

Well, we're still working through the mechanics and whatnot (I am anyway ;-)).  Definitely I would agree with multiplier on damage done AFTER (attack - defense) is calculated, and no increase in probability of critical hits.

Reply #3 Top

Hmm... I'm starting to think there's something more fundamental wrong with critical damage in this build (0.914).

I just 1HKO Vetrar (494 HP) with a crit using this build:

 

I double casted burning blade (1 on strategic and again in tactical), that would only get my attack to 38 in battle, the 3 cold wouldn't even do anything (I forgot to switch out the amulet). He's vulnerable to fire, so 16 more fire damage. So basically 51 attack... crits to 500+ damage? That's like 10x the attack. Even if they remove 1x from assassins (which I am) it really wouldn't change much.

 

I remember last time I soloed Vetrar (probably in 0.912), it took 3 crits + a couple non crits (from berserk sword's maul). So something happened since then to now. Not sure what it is, but it's not just the 150% (instead of 50%) from assassin they listed as fixed in the 0.915 changelog.

 

And it's not just Vetrar, my Shrill shield (auto counters with static blast) should be doing around 24 damage, but it's criting for 450+ on stuff that hits me. I'm soloing pretty much everything.

Reply #4 Top

Yes, sounds like there is something more fundamental wrong here.  If you haven't already written a bug report up with this extra info, then it would be very beneficial to do so for the devs. =)

Reply #5 Top

I think critical damage should be calculated before the attack is reduced by the defense, because this makes weapons with a low attack and a high critical chance useful against heavy armored targets if the attacker is lucky.

Base critical chance: 20 % (1 handed weapon without a shield) or 10 % (1 handed weapon with a shield or 2 handed weapon)

Base critical damage: + 50 % attack before the defense

Path of the assassin: critical chance x 2.5

Vital strike I: + 15 % critical damage

Vital strike II: + 15 % critical damage

Vital strike III: + 20 % critical damage

Reply #6 Top

I've been trying to duplicate.  Someone's been getting 2k+.  I think I got hit for that and my 'heroes' can hit for 300+ or they can hit for 25, which is more in line of what makes sense based on my attack and enemy defense.  I thought it just might be moving the decimal, but 2k seems high for that.  Maybe it is running though the damage calc multiple times??? who knows.