Berserk Skill, Is it suppose to do crits above 50% ?

If you need support, you can get help here!
User avatar
Eclipsed
Alerion Knight
 
Posts: 1870
Joined: Apr 27, 2007 00:00

Postby Eclipsed » May 24, 2010 08:44

While playing in wilton, i faced a few Berserkers who when they used there Berserk skill, they would sometimes land critical hits for more then 50% there weapon damage, which all crits are suppose to be capped at 50% the damage you do. But i kept seeing main and offhands doing a little more then 50% and sometimes way more then 50%. For example.

[01:24:22] Trolibimbori hits your leg with his bright arcanium spiked hammer for 133 damage!
[01:24:22] Trolibimbori critical hits you for an additionnal 117 damage! <- (88%)
[01:24:22] Trolibimbori hits your hand with his bright arcanium cleaver for 53 damage!
[01:24:22] Trolibimbori critical hits you for an additionnal 31 damage! <- (58.5%)


[01:24:26] Trolibimbori hits your torso with his bright arcanium spiked hammer for 100 damage!
[01:24:26] Trolibimbori critical hits you for an additionnal 17 damage!
[01:24:26] Trolibimbori hits your leg with his bright arcanium cleaver for 45 damage!
[01:24:26] Trolibimbori critical hits you for an additionnal 30 damage! <- (66.66%)

Of what i read, there is nothing that says it suppose to ignore the 50% crit dmg cap, but this is oviously doing so, which is giving a great advantage. Does anyone know if this is a bug or have info that this is correct. So i can ether make a bug report or ignore this. THanks.
Image
Image
Image

User avatar
EternitySphere
Myrmidon
 
Posts: 134
Joined: Mar 25, 2010 01:00

Postby EternitySphere » May 24, 2010 09:20

Zerk 4 allows for 25-75% crit iirc. Those numbers show slightly higher then 75% unless it ignores the resists and just go by base dmg before resists to calculate the crits, which doesn't sound right.

I could be off, it might be 'up to 100%' for zerking, I was always under the impression it was 75% though.
Last edited by EternitySphere on May 24, 2010 09:24, edited 1 time in total.
Alb - Eternitys, Eternityz, Spectres, Prophecy, Phantasm, Swarm
Mid - Spheres, Cicada, Aalea

Eternitys - If were allowing custom changes, why would the staff choose to remove a very very good and highly accepted custom change such as barrels? Then on top of that, use the "it's livelike" excuse as a reason for removing them? If staff are so concerned about livelike and that's the direction the staff wish to go, I'd fully support a 100% livelike server. However if there are custom changes on the server, then using the "livelike" excuse is being nothing more then hypocritical.

Staff - Locked!

User avatar
Ithiggi
Gryphon Knight
 
Posts: 460
Joined: Dec 05, 2008 01:00
Location: Alberta Canada

Postby Ithiggi » May 24, 2010 09:20

are you not sced ? I don't see any -(xx) in the damages that is part of the 1st damage and not in your math.

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » May 24, 2010 09:53

EternitySphere wrote:Zerk 4 allows for 25-75% crit iirc. Those numbers show slightly higher then 75% unless it ignores the resists and just go by base dmg before resists to calculate the crits, which doesn't sound right.

I could be off, it might be 'up to 100%' for zerking, I was always under the impression it was 75% though.



AFAIK zerkmode crits are 10%-100%, versus the normal 10%-50% when not in zerkmode.

User avatar
Eclipsed
Alerion Knight
 
Posts: 1870
Joined: Apr 27, 2007 00:00

Postby Eclipsed » May 24, 2010 09:56

I will prob have to test this on live, as i do not see anywhere it says that, just that there crit chance is 100%.
Image
Image
Image

User avatar
Maidrion
Phoenix Knight
 
Posts: 1359
Joined: Jun 10, 2006 00:00

Postby Maidrion » May 24, 2010 11:13

1.70 Patch Notes wrote:- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » May 24, 2010 11:54

Maidrion wrote:
1.70 Patch Notes wrote:- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.




they aren't talking about the damage of crits there, but rather their chance to fire.

zid
Myrmidon
 
Posts: 120
Joined: Dec 16, 2009 01:00

Postby zid » May 24, 2010 12:01

Berserker with Zerk-Mode was always able to crit up to 100% of his weapon damage.
Everything fine here

User avatar
Maidrion
Phoenix Knight
 
Posts: 1359
Joined: Jun 10, 2006 00:00

Postby Maidrion » May 24, 2010 12:29

Force wrote:
Maidrion wrote:
1.70 Patch Notes wrote:- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.




they aren't talking about the damage of crits there, but rather their chance to fire.


Indeed, my bad.

User avatar
Eclipsed
Alerion Knight
 
Posts: 1870
Joined: Apr 27, 2007 00:00

Postby Eclipsed » May 24, 2010 18:51

I tested it on live vs another player, not test dummy as they are considered mobs and yes it does go above 50%. Had to test it as there isnt much info on this skill and assuming how it works isnt normaly the best way to go. Even on live when you click info for the skill, there is no info. GO mythic lol.

It seems everything is fine with the skill, that i noticed.
Image
Image
Image

User avatar
EnsisFerrum
Gryphon Knight
 
Posts: 346
Joined: Mar 15, 2010 01:00

Postby EnsisFerrum » May 24, 2010 19:53

Q: How much damage do I do when I get a critical hit?

A: It depends. In PVE, a critical hit can be for anything between 10 and 100% of your base damage. In PVP, a critical hit can be for anything between 10 and 50%. Berserkers who are, well, berserking, hit for 10 to 100% on a critical in PVP (among other benefits granted through that skill).


link

Greetings
Ensiferum

User avatar
Eclipsed
Alerion Knight
 
Posts: 1870
Joined: Apr 27, 2007 00:00

Postby Eclipsed » May 25, 2010 04:11

Thanks for the link, wish it was a little sooner so i didnt have to do the test :P , but thanks anyway.
Image
Image
Image

Zarkor
Unicorn Knight
 
Posts: 3710
Joined: Aug 15, 2006 00:00
Location: Antwerp, Flanders, Belgium

Postby Zarkor » May 25, 2010 10:32

EnsisFerrum wrote:
Q: How much damage do I do when I get a critical hit?

A: It depends. In PVE, a critical hit can be for anything between 10 and 100% of your base damage. In PVP, a critical hit can be for anything between 10 and 50%. Berserkers who are, well, berserking, hit for 10 to 100% on a critical in PVP (among other benefits granted through that skill).


link

Greetings
Ensiferum


Damn I actually thought it was the other way around. Zerk mode being 100% chance to crit for 1-50% of the damage and normal crits to be X% chance (depending on RAs) on 1-100% chance.

Seems I was wrong. Thx for the link, cleared that up for meh. :)


Return to Support

Who is online

Users browsing this forum: No registered users and 9 guests

Thursday, 04. September 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