New crit thingy

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Desimus
Posts: 131

Re: New crit thingy

Post#11 » Thu Nov 19, 2009 1:07 pm

Thanks Tyler. This was the same unfortunate problem I ran into when trying to make everyone on my server have the capability to crit at lvl 1. It's a shame there is no value for NPC crit, this could be a positive thing if it worked as (we both had) intended.
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Koeril
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Re: New crit thingy

Post#12 » Thu Nov 19, 2009 1:35 pm

Something to take into consideration - using actual numbers. This is taken from a sample of 31 Imperial Guards (red con) mobs in the room where you gate up to the Emp. Bresham and I were dual tanking, but when I compared his tanking results to mine, I had a lot more data because he was on a conference call much of the time.

Image

So what can we gather from this? Please note that I have counted the critical hits by using my logs, not GamParse. The critical hit count is accurate.

  • 331 total hits are considered
  • 18 hits were crits (5.43%)

But you say, ok that isn't a named and it is multiple fights. Well it shouldn't matter because they are all the same mob, same max and min hit, same everything and nothing is being measured over time. However, I will entertain your thoughts but be aware that smaller samples are always unwise and often skewed - this is just the nature of parsing ... use LARGE samples such as raid mobs. This is why when you weigh something like getting 6 crits with 3 back to backs during a single fight, you aren't taking the entire picture into view.

Image

Hans tanked the entire fight (except for 1 or 2 hits at the beginning due to distance) and Bresh only added DPS support.

  • 47 total hits are considered
  • 2 hits were crits (4.25% or 2 crits be fight)

Personal thoughts: until I raid and have to try and keep a tank alive with the mob critting, I can't say for sure. However, from my own collected data, I don't feel like this is a problem yet. However, perhaps if people are unsettled with the idea of mobs being harder, perhaps just reducing the crit rate to 0.5% could be done, but then I ask you, what is the purpose? Why not just leave it at 0%?

I know I personally was critting a lot more last night and I love seeing those 14k backstabs and dropping a trash mob in a raid zone to 50% health on an opening strike. I died 3 times last night, sure, but I'm not afraid of challenging mobs and perhaps am unique in the fact that I don't mind dying and wiping. If there is no fear, there really isn't too much fun is there?

I'm haivng fun with the new crit rates.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
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Tyler
Posts: 4365

Re: New crit thingy

Post#13 » Thu Nov 19, 2009 2:16 pm

I like the idea of critting Mobs, especially raid mobs. Makes everyone be 110% aware instead of just hitting autoattack or fire whatever else macro you guys come up with, because you never know if a mob is going to score a crit and break down your nice strategy ;)

The frequency however will be adjusted so it will not make mobs suddenly 50% harder.

Thanks for the Data Koeril!
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ChaosSlayer
Posts: 1693

Re: New crit thingy

Post#14 » Thu Nov 19, 2009 3:48 pm

The fact that a raid mob can one-shot a player with a critical is something I haven't though about =)

However the reason mobs critical in a row is because EMU RND generator is to blame, which likes to produce values in series of closely placed numbers.
The mob criticals are controlled separately from player criticals, so fine tuning shouldn't be a problem =)
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Lillu
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Re: New crit thingy

Post#15 » Thu Nov 19, 2009 5:43 pm

It's down to 1% with todays's reboot.

Rerfu
Posts: 366

Re: New crit thingy

Post#16 » Thu Nov 19, 2009 5:50 pm

Jerant,

I did try to parse it went something like this, /log on .. uber lag.. almost crash... /log off.

I can probably parse while just playing the ranger but 3 boxing no way. Just ask guild members how long it takes me to reboot.

"Alright guys loading my 3 in"

"Grab a snack, run some errands, learn a new language.. still loading."

Though it would be nice to get some parses in, the 5% really isn't the issue so much as the encounters it changes.

Koeril
Posts: 1764
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Re: New crit thingy

Post#17 » Thu Nov 19, 2009 7:40 pm

You'll want your logs on always. It is a toggle setting that stays when you log off and if you are offline it can be edited in your eqclient.ini

I also run a low end laptop (yeah, not even with a video card!), but logging takes very little in my resources. Try turning logging on in your ini file, starting up GamParse before you begin to login. I notice absolutely no difference in logging in with it on or off.

And by the way, I can't even 3-box so I would think your PC is actually a bit more powerful than mine.

If you are still having problems, we can take it more in depth, perhaps via PM's or /tells.

Thanks for the change in the crit chance, Lillu - appreciate it as I'm sure others do to.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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