Question on critical damage amount mechanics
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Hi,
I would like to know if there are factors that influence the amount of critical damage that is done with spells, melee and archery. I don't mean the crit rate, as that is a base chance that can be influenced by Wild Power/Mastery of Pain/Falcons Eye and others. Is crit damage always inbetween a fixed percentage range of the damage done in that hit? For example 25% to 75%? Would mean a hit of 100 damage could get a crit between 25 and 75 damage. Or is crit damage dependant on a spec or a stat? So how are the mechanics? And are these the same for spells, melee and archery, or are they different? |
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afaik the value of the crit is not affected by anything but the random generator.. I think there was an extensive thread on vnboards but couldn't find it.. darn search function! gg
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Hmm there must be other things that affect the critical damage amount besides the rng, because a lvl 5 char does less critical damage than a lvl 50 char
![]() But is it the - basedamage of the hit that the crit belongs to? - total damage of the hit that the crit belongs to? - total damage cap? - whatever? |
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Crits are 1%-100% random on mobs
1%-50% random on players Only berzerkers can do 1%-100% crits on players |
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I'm not sure but I though that weapon spec could rise the % of the critical damage
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% of the total damage of that hit, the crit belongs to?
E.g. I hit a mob in melee for 150 base + 50 styledamage, then the crit can be somewhere between 2 and 200 dmg? |
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False. Healowner - Alb/Merlin - The Guardians |
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you can crit on mobs for up to 100% of the final damage you deal
You perform Linkdead perfectly (+42) You hit the network connection for 100(+16) You critical hit for an additional 1 damage You perform Linkdead perfectly (+42) You hit the network connection for 100(+16) You critical hit for an additional 100 damage You perform Linkdead perfectly (+42) You hit Ensiferum for 100(+16) You critical hit for an additional 50 damage Greetings Ensiferum |
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i think the formula is like this:
pve: real dmg (dmg after resists) * 1 * random (range 0.01 to 1) rounded to a full value, at least 1 rvr: real dmg (dmg after resists/pd/whatever) * 0.5 * random (range 0.01 to 1) rounded to a full value, at least 1 |
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Alright that answers it, thanks.
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actually the range should be 10%-50% of the original damage. Crits less than 10% should not be possible. I don't have any tests to link you, but I am sure this is how live worked. |
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Im sure i got hit by a Bolt from Ysesh which killed me instantly and it was 7xx +9xx!. Don't know how this could happened, it was at a relic raid (we defended). Well, i sometimes had a higher crit then base damage dealt when i hit someone with a bolt (just baseline one). Maybe another Bug in the Bolt Code? :p |
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kill shots damage can bug, its just a display bug AFAIK and has been around a long time. Early on in the game there were screen shots of DoTs that killed someone ticking for 1500+ damage on the killing tick.
Or it could be some other bug associated with bolts on uthgard, I dunno. |
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