New crit thingy

Tell your tales..
Desimus
Posts: 131

New crit thingy

Post#1 » Thu Nov 19, 2009 2:33 am

I'd like to start by saying I have done this exact same thing on my own personal server, and what I found was that while it was fun to see on lower characters it made it impossible to do on higher level raid mobs who would normally max hit for 3500, were then hitting for 7000 damage.... add in quadable and un-slowable and this made for a nearly impossible fight for a guild going through progression.

Just my two cents. I love the server but this seems like it has the potential to really set the progression we hoped to make way, way back.
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

Jeido
Posts: 1265

Re: New crit thingy

Post#2 » Thu Nov 19, 2009 2:41 am

Desimus wrote:I'd like to start by saying I have done this exact same thing on my own personal server, and what I found was that while it was fun to see on lower characters it made it impossible to do on higher level raid mobs who would normally max hit for 3500, were then hitting for 7000 damage.... add in quadable and un-slowable and this made for a nearly impossible fight for a guild going through progression.

Just my two cents. I love the server but this seems like it has the potential to really set the progression we hoped to make way, way back.


I've considered this too, but I doubt it will be much of an issue. It may add in a few more near-deaths or DI saves, but it won't break raids by any means. The crit rate is very minimal, what was it 3% for npc's? It's *very* unlikely that the mob would crit more than once in a blue moon. It might make it a bit more spiky at times, but that's about it. Gear is good enough as you progress where one crit hit usually won't kill you if you weren't meant to die to the mob anyway.

The only thing I see this negatively effecting is tanking raid mobs without defensive. You'll be much more likely to be 1 rounded with that odd crit, but hey raid mobs aren't meant to be tanked without defensive anyway. I kind of like the addition, it adds a little more umph to raids. One more random variable to watch out for...keeps things fresh and spontaneous.
Jeido, Founder of Evolution

Desimus
Posts: 131

Re: New crit thingy

Post#3 » Thu Nov 19, 2009 2:58 am

I'm sure that is very true for you and where you guild is right now, but for us up and coming little guys this is just one more thorn in our side. We are scrapping by on a few mobs as it is and I fear this may prevent us from farming the stuff we need in order to gear everyone well enough to progress on to the next level... I'll leave it at that and when more experience is acquired with this new change I will report my findings :)
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

Aruun
Posts: 576

Re: New crit thingy

Post#4 » Thu Nov 19, 2009 3:38 am

The Shissar Assassin double critted me for 4k a couple times today. Taking a quick 8k in damage was quite the surprise. :-) It was only an issue when he did it twice in a row. Luckily my clericbot was able to save me.

Jeido
Posts: 1265

Re: New crit thingy

Post#5 » Thu Nov 19, 2009 4:21 am

Aruun wrote:The Shissar Assassin double critted me for 4k a couple times today. Taking a quick 8k in damage was quite the surprise. :-) It was only an issue when he did it twice in a row. Luckily my clericbot was able to save me.


Well if double crits become a common occurrence then I definitely agree it could be game breaking raid wise, providing chances for even defensive tanks to get 2-3 rounded. Still, I don't think anything should be done until a raid is played to test how common it happens.
Jeido, Founder of Evolution

Aruun
Posts: 576

Re: New crit thingy

Post#6 » Thu Nov 19, 2009 4:33 am

I agree some testing needs to be done. I was just posting an observation. :-) It made a dull camp briefly exciting. hehe

User avatar
Milein
Posts: 143

Re: New crit thingy

Post#7 » Thu Nov 19, 2009 5:10 am

For me today kobold priest critted 6 times during the course of a fight, 3 of those were back to back. Luckily a lot of those crits tend to be criticals of low damage hits (making a critical of like 20 dmg) although in the case of this mob those three crits were 1.1k 1.8k and 1k, but either way they do land back to back sometimes.
Retired
<Danyelle BOTA Assistant Dev. World Design>

Rerfu
Posts: 366

Re: New crit thingy

Post#8 » Thu Nov 19, 2009 6:13 am

Its not just raid mobs, even 1 group named at the moment this is taken from the same fight within seconds of each other:

Image

Warrior with 2800+ AC

Image

Cleric with 2000 AC

Please check your math, there is no way it is 3% chance.

And his max hit on Allaclone is 2200 which makes sense on the crits but he's also unslowable.

Jeido
Posts: 1265

Re: New crit thingy

Post#9 » Thu Nov 19, 2009 6:25 am

Combat:BaseCritChance (this is for npcs) - 3% (was 0)


No math involved, but yeah maybe it should be removed and/or decreased to 0.5% or something. If it's going to be in for npc's, it should be a very rare occasion rather than a common occurrence imo...
Jeido, Founder of Evolution

User avatar
Tyler
Posts: 4365

Re: New crit thingy

Post#10 » Thu Nov 19, 2009 12:31 pm

Ok thanks for the feedback guys. We will most likely adjust this setting. It was not our intention to break current encounters, be it single or raid.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Return to “Daily chat”

Who is online

Users browsing this forum: No registered users and 3 guests

cron