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.