Melee crit chance

Public communication platform for all Albion players.
User avatar
Darbie
Warder
 
Posts: 20
Joined: Jun 22, 2009 00:00

Postby Darbie » Jul 02, 2009 01:13

Anyone know base melee crit chance on a level 50 mercenary? I'd like to know how much MoP i need to get.

Thanks

User avatar
dinj
Gryphon Knight
 
Posts: 350
Joined: May 27, 2008 00:00

Postby dinj » Jul 02, 2009 02:09

I have MoP4 on my Blademaster and it's enough for me.
Image

User avatar
Darbie
Warder
 
Posts: 20
Joined: Jun 22, 2009 00:00

Postby Darbie » Jul 02, 2009 02:31

That's what I'm aiming for atm. Just wanted to know base crit chance, heh.

User avatar
Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Jul 02, 2009 07:40

Since there is a 50% critcap, and you can get only +39% critchance with mopain 5(there are no other skills or bonuses that would raise your critchance), then lets say, you base critchance is around 10%-11%.

User avatar
panachier
Banned
 
Posts: 2267
Joined: Apr 04, 2006 00:00

Postby panachier » Jul 02, 2009 10:38

Satz wrote:Since there is a 50% critcap, and you can get only +39% critchance with mopain 5(there are no other skills or bonuses that would raise your critchance), then lets say, you base critchance is around 10%-11%.


you can increase your critical with the RA that increase melee and magical critics on reaver thane vw... i can't remember the name
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">

hun_cactus
Myrmidon
 
Posts: 171
Joined: Jul 03, 2006 00:00

Postby hun_cactus » Jul 02, 2009 11:25

panachier wrote:
Satz wrote:Since there is a 50% critcap, and you can get only +39% critchance with mopain 5(there are no other skills or bonuses that would raise your critchance), then lets say, you base critchance is around 10%-11%.


you can increase your critical with the RA that increase melee and magical critics on reaver thane vw... i can't remember the name


Dual Threat for for the reaver. Btw i thought critical rate is affected by Dex. Am i wrong? Anybody from the staff could reply it pls?:P
<img src="http://img196.imageshack.us/img196/3213/signzzx.jpg"border="0" />

User avatar
Healowner
Gryphon Knight
 
Posts: 386
Joined: Apr 17, 2009 00:00
Location: Bucharest

Postby Healowner » Jul 02, 2009 20:20

Code: Select all
Q: I've been trying to find information on critical caps. Please correct me if I'm wrong. In RVR, there is a cap on nuke critical damage of 50% that I've seen. I've been told that the same cap applies to bolts and melee damage, but I've seen much larger criticals in RVR for both. Is this a bug? How does the system work? Does the chance to crit increase in rvr for nukes to make up for the reduced crit damage, which I've also been told? Does this apply to melee and bolts as well? Help me out here =).



A: This has been quite the column for me to rely on the Code Warrior to look stuff up: "For all attacks (melee, archery, direct damage, bolt and damage over time spells): the maximum that can be done against another player is 50% of the original hit's damage. (If the player is a berserk Berserker in melee combat, this is actually 100%). Against monsters, the maximum damage that can be done through a critical hit is 100% of the original hit's damage.



"The base chance for getting a critical hit with a spell is 10%. For non-list casters and for any damage over time spells, the base chance is 0%. This can be modified by various realm abilities and outpost bonuses, but only up to 50%. (In the case of the berserk Berserker, they have a 100% chance - every hit is critical.)"


From here.
Image
Image
Image

Healowner - Alb/Merlin - The Guardians

User avatar
kikoo
Gryphon Knight
 
Posts: 512
Joined: Apr 01, 2009 00:00
Location: Here -->

Postby kikoo » Jul 02, 2009 20:43

hun_cactus wrote:Btw i thought critical rate is affected by Dex.

Urban legend... :P
<em>When a stupid man is doing something he is ashamed of, he always declares that it is his duty.</em>

User avatar
Darbie
Warder
 
Posts: 20
Joined: Jun 22, 2009 00:00

Postby Darbie » Jul 03, 2009 07:53

"The base chance for getting a critical hit with a spell is 10%. For non-list casters and for any damage over time spells, the base chance is 0%. This can be modified by various realm abilities and outpost bonuses, but only up to 50%. (In the case of the berserk Berserker, they have a 100% chance - every hit is critical.)"

They specify in there, SPELL. Nowhere can I find the MELEE base. Which is why I asked. And Satz, assuming that an ra is there to put you exactly at cap assumes that Mythic devs thought about it ahead of time. I haven't seen alot to say that's true.

Darbie

User avatar
Satz
Alerion Knight
 
Posts: 1860
Joined: Jun 21, 2005 00:00
Location: Albion

Postby Satz » Jul 03, 2009 11:08

OF-RAs didnt need such cap, cuz mopain 5 got you 25% additional chance only. So everyone but berzerker didnt reach the critcap, or well, the berzerkers special was an exception.

That ability youre talking about is called dual threat, as already mentioned. You can get it for 5, 15, 30 pts, and each of em gives you a 5%, 10%, 20% chance to crit. This means, that it gives you a 20% chance to crit on melee and magic dmg for less than it would cost you to get mopain 4 and wp 4... This gives you the opportunity to get 47% critchance for both types for 50 points only, instead of 68 that you would need to get 49% critchance without this ability.

User avatar
Healowner
Gryphon Knight
 
Posts: 386
Joined: Apr 17, 2009 00:00
Location: Bucharest

Postby Healowner » Jul 03, 2009 17:52

Darbie wrote:They specify in there, SPELL. Nowhere can I find the MELEE base. Which is why I asked.


It's the same chance, relate to this.

Code: Select all
NEW THINGS AND BUG FIXES

- Spell-damage critical hits have been added. This works just like melee criticals - 10% of the time your damage spells (not including DOTs) will hit for a random amount of extra damage.
Image
Image
Image

Healowner - Alb/Merlin - The Guardians

User avatar
Darbie
Warder
 
Posts: 20
Joined: Jun 22, 2009 00:00

Postby Darbie » Jul 04, 2009 02:46

Thanks Healowner, and everyone else :)

Darbie

User avatar
Dragot
Warder
 
Posts: 28
Joined: Aug 03, 2009 00:00

Postby Dragot » Aug 11, 2009 04:34

you need MoP 3 and DT 3 for 47% melee crit so for a Thane the best is for 50 points at all: Mop 3 WP 3 and DT 3 for 47% melee and 47% cast crit.


Return to Albion

Who is online

Users browsing this forum: No registered users and 8 guests

cron

Saturday, 03. May 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff