micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited February 2019
50% chance is 50 crit hits out of 100 hits on average over infinite number of experiments of 100 hits. 51% chance is 51 crit hits out of 100 hits on average over infinite number of experiments of 100 hits..
There is no 100% crit rate with 51% crit chance, cap or no cap, one mob, or infinite mobs.
The removal of lifesteal will be interesting, to say the least, for soloing. I get that you want to make healers relevant, but that pertains to parties only. Also, my actual question is what will happen with our stronghold boon buildings for lifesteal, and/or any other stats that have been removed? We've all worked hard to upgrade those for the specific stats...what now? And the same question pertains to any gear/mounts/etc. which contain one of the removed stat. I'm not opposed to having to learn to play all over again, but it seems there can be a real potential setback due to enchants what are no longer relevant, mounts, boon buildings, etc. Looking forward to more detailed information on these and other aspects of this huge change.
All this did today is made so I won't spend another Zen until new system is up. Spent so much real money on my toons that could all now be for naught. SMH
The removal of lifesteal will be interesting, to say the least, for soloing. I get that you want to make healers relevant, but that pertains to parties only. Also, my actual question is what will happen with our stronghold boon buildings for lifesteal, and/or any other stats that have been removed? We've all worked hard to upgrade those for the specific stats...what now? And the same question pertains to any gear/mounts/etc. which contain one of the removed stat. I'm not opposed to having to learn to play all over again, but it seems there can be a real potential setback due to enchants what are no longer relevant, mounts, boon buildings, etc. Looking forward to more detailed information on these and other aspects of this huge change.
I'm probably wrong but I suspect they do something with Crit Strike Avoidance and Accuracy for the stonghold lifesteal and other stats removed. At least, that's what I hope they do.
AC: gone .. hmm waiting to see how a "tank" will be tougher than other classes. A massive defense boost? .. A Default defense boost? .. no wait that's just AC.
Lifesteal: gone .. hope we get some great self heals . . last few zone be impossible with out lifesteal
Do you think this is to sell us more training tokens? It doesn't bode well, chat in the game is on fire. I looked at the math and it appears to be a global nerf for all classes. CWs and SWs survive on recovery and lifesteal. Maybe they are going to sell bandages? I am not happy to hear level cap raised to 80, I am getting flashbacks to Mod 6 here people. Someone come outside and talk me off the ledge.
So many changes, at one time. After nearly quitting the game after EE's release, I've learned to not freak out and just take a breath, watch and wait.
Wouldn't it be just too ironic if players have to go back to re-run EE just to buff up their mains and alts in order to reach the new level cap and be able to play end game content again?
My main takeaway from the last time? Do Not make any major purchases or sales between now and the release date for M16. ANYTHING you sell now that is deemed worthless or subpar may wind up being BIS post-release - I remember when both Lightning and Thunderhead were viewed as subpar and Perfect quality versions could be had for a steal before they got buffed.
Also anything you buy now for a premium may wind up being severely nerfed - Feytouched, Negation, BIS MW armor sets - who knows what will get hit by the nerf hammer? Don't waste time on grinding for any armor, PERIOD. Undoubtedly there will be new level 80 armor that severely outclasses everything now in release.
i read the blog, any older epic dungeons that we were running so easy, then it will be lot harder after mod 16 release, so be aware of nasty surprises.
everything it was hard and now it is easy, then after mod 16, back to harder again.
What I am more worried about, is what is going to happen with the crafting.
Will we have to max out the current masterwork tiers, 6. After chult, to be able to craft the 71-80 gear?
Or are we going to get the 71-80 gear recipes free, then continue as if master crafting tier 1 and 2 unlock quests, come in after the supposed level cap increase. With yet another whole new rank for crafting to unlock masterwork stuff, in the new 80 content.
Since they just updated us with a whole new crafting system, back in november. It stands to reason that they are keeping the crafting in, and there will be new recipes, given that there's 5 zones coming in.
If you have a 50% crit chance and make 1000 hits, you expect 500 crits. If you have a 51% crit chance and make 1000 hits, you expect 510 crits, not 1000.
The logic behind it is that if a player rolls 51% and enemy rolls 49%, you will do a Crit since you rolled a higher number to begin with. Another logic is that now Critical Strike depends upon two separate stats
- Critical Chance - Critical Avoidance
As long as the enemy has higher Critical Avoidance than your Critical Chance, you will constantly get 0%. To avoid that problem, you always get +5% by default, not including feats as far as I understood.
That logic would be if we go by comparative method.
The problem is that it most likely would be what you state e.g. 49% avoidance / 51% crit chance = 2% crit chance.
That logic would be if we go by additive method.
So, it doesn't follow the ROLL logic by default, it only follows its own world of mathematics calling upon rolls which de facto make Player base weaker when MOD16 hits, unless the whole "constant damage reduction" becomes obsolete in the upcoming mod16.
.... it's in the Developer blog post? It's literally spelled out right here?
" for every 500 rating points you are above your opponent’s opposing rating gains you 1% to a stat. Let’s look at an example where you have 10,000 Critical Strike and the opponent has 7,000 Critical Avoidance. Critical Chance = (10,000 – 7,000) / 500 = 6%"
"Critical Strike gets a bonus 5% chance by default. My example up above showed how any given set of opposing ratings work, but since Critical Strike gets a 5% bonus, the player would actually have an 11% chance to crit instead of a 6%."
"Critical Strike is now capped at 50%."
"Jared Sears Lead Systems Designer"
The problem is not with what it states, but with the inability to test it on Beta server. I'm sure that Owlbear guys already know everything and are under NDA blabla, but my Neverwinter experience taught me not to take things literally from a blog post in order to find out intricacies of in-game mechanics, which more often than not are two separate worlds. I'm not saying you are wrong, don't get me wrong, I'm only saying that I can't take written format for granted and make assumptions from that. Nor any conclusions for that matter. This has nothing to do with you, but with the history of Cryptic's inability to fix particular bugs for a prolonged period of time as well as descriptions being "cryptic" to begin with. This is just my perspective on things.
If what you state is true, then Owlbear cub may be back into action, and powershare, too. Point is - still a speculation.
If you leave your Critical Hit score at 0 then you'll never crit against anyone with at least a 2500 Crit Avoidance, which will be ~100% of level 70+ enemies. That's not speculation, that's in the developer blog. And yeah, I think leaving crit at zero and using an Owlbear Cub might be a really good choice - that IS speculation but certainly seems worth trying.
Ever since I've mentioned it here, Owlbear Cub's price skyrocketed on AH. I think from 40K up to 800K in a manner of 2 hours.
I sincerely hope that we can still use some form of Critical Strike, but frankly i was never up for having 100% Critical Chance nor being able to attain it that easily.
Regards
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
0
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
> @rjc9000 said: > NOOOOOOOOOOOOooooooo..... > > *17 pages later* > > ....ooooooooooooooooo! > > So, let me try and translate that: > I am looking forward to it. > > Yes yes we get it, DC and or CW is bugged to be ultra mega top DPS so we can have the return of the 5x CW. > > What's next, they'll bring back the set bonus on High Vizier and High Prophet alone?
[Dusts off his "Knight Captain" set.]
I am Took.
"Full plate and packing steel" in NW since 2013.
1
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
> @ghoulz66 said: > Heh, all of those tenser discs. Should that be counted as a scam? They released this lockbox and they knew full well that recovery was being gutted.
Yes and Yes. Caveat emptor is their moto, i guess. Unless Tensors become +Power or something equally useful.
I am Took.
"Full plate and packing steel" in NW since 2013.
they better make HP pots drop again from enemies if they remove lifesteal. how is solo content going to be affected by this change? I get the whole healer roll but we also can't have solo content like well:
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
they better make HP pots drop again from enemies if they remove lifesteal. how is solo content going to be affected by this change? I get the whole healer roll but we also can't have solo content like well:
Healer comps, Stones of Health and lots of scrolls of life. Seriously though, we'll have to wait until it hits preview before we can really assess the damage.
If you have a 50% crit chance and make 1000 hits, you expect 500 crits. If you have a 51% crit chance and make 1000 hits, you expect 510 crits, not 1000.
The logic behind it is that if a player rolls 51% and enemy rolls 49%, you will do a Crit since you rolled a higher number to begin with.
Ah. Except there's not "two rolls". There's one roll, with a percentage based on the difference between two stats.
Another logic is that now Critical Strike depends upon two separate stats
- Critical Chance - Critical Avoidance
As long as the enemy has higher Critical Avoidance than your Critical Chance, you will constantly get 0%. To avoid that problem, you always get +5% by default, not including feats as far as I understood.
Partly correct: You have a 5% critical hit chance, and then you compare Critical Chance Stat to Critical Avoidance Stat. For every 500 difference, you add or subtract 1% to your critical hit chance, maximum 50%, minimum 0%. Once you know the chance of your hit being a crit, you roll that, once, and if you roll under your chance, you crit.
So, it doesn't follow the ROLL logic by default, it only follows its own world of mathematics calling upon rolls which de facto make Player base weaker when MOD16 hits, unless the whole "constant damage reduction" becomes obsolete in the upcoming mod16.
"Critical hit chance maxes out at 50%" and "you require more stats to get a high critical hit chance" is a nerf, sure. But we don't know what the Critical Hit Chance on enchants and gear at level 80 is going to look like, yet, and current monsters have HP tuned for "everyone crits all the time". It's possible that once they don't have to EXPECT 100% crit rate that this will effectively be break-even, or even comparatively favourable to a high-crit build.
People first off you have to remember this is a "Free to Play " game. there are 2 ways to know if you are a fool ,1} you try to become BIS, knowing they will change stuff. 2} if you are stupid enough to use real life money on this game. A smart man once said "A fool and their money will soon part " .
"What is the sense of living the life you're given if all you ever do is stand in one place?" Lord Huron
If you have a 50% crit chance and make 1000 hits, you expect 500 crits. If you have a 51% crit chance and make 1000 hits, you expect 510 crits, not 1000.
The logic behind it is that if a player rolls 51% and enemy rolls 49%, you will do a Crit since you rolled a higher number to begin with.
Ah. Except there's not "two rolls". There's one roll, with a percentage based on the difference between two stats.
Another logic is that now Critical Strike depends upon two separate stats
- Critical Chance - Critical Avoidance
As long as the enemy has higher Critical Avoidance than your Critical Chance, you will constantly get 0%. To avoid that problem, you always get +5% by default, not including feats as far as I understood.
Partly correct: You have a 5% critical hit chance, and then you compare Critical Chance Stat to Critical Avoidance Stat. For every 500 difference, you add or subtract 1% to your critical hit chance, maximum 50%, minimum 0%. Once you know the chance of your hit being a crit, you roll that, once, and if you roll under your chance, you crit.
So, it doesn't follow the ROLL logic by default, it only follows its own world of mathematics calling upon rolls which de facto make Player base weaker when MOD16 hits, unless the whole "constant damage reduction" becomes obsolete in the upcoming mod16.
"Critical hit chance maxes out at 50%" and "you require more stats to get a high critical hit chance" is a nerf, sure. But we don't know what the Critical Hit Chance on enchants and gear at level 80 is going to look like, yet, and current monsters have HP tuned for "everyone crits all the time". It's possible that once they don't have to EXPECT 100% crit rate that this will effectively be break-even, or even comparatively favourable to a high-crit build.
We just don't know yet.
If I ignore the special crit feature (*) and use crit stat only, I expect the chance of getting a critical hit will be something like this:
CS% = max (5%, min (50%, (your crit % - enemy crit avoidance %)))
or may be:
CS% = max (0%, min (50%, ( max (your crit%, 5%) - enemy crit avoidance %)))
Roll a number to see it is within CS%.
(*) special crit feature is something like TR in stealth mode and it is supposed to be 100% crit. However, I don't know what will happen to that.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
> Heh, all of those tenser discs. Should that be counted as a scam? They released this lockbox and they knew full well that recovery was being gutted.
Yes and Yes.
Caveat emptor is their moto, i guess.
Unless Tensors become +Power or something equally useful.
But that is the rub... it may change but will it change for something that your character actually needs? And since it is BtC you are stuck with it or will have to spend AD/Zen for something that makes better use for that new build with Mod16.
Last year the devs mentioned with Mod 15 that part of their intended consequences of their changes were to create AD and gold sinks. Putting my tin foil hat on, I suspect Mod 16 continues that as a way to suck built up wealth out of the players to force more cash spend on Zen.
Comments
51% chance is 51 crit hits out of 100 hits on average over infinite number of experiments of 100 hits..
There is no 100% crit rate with 51% crit chance, cap or no cap, one mob, or infinite mobs.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
AC: gone .. hmm waiting to see how a "tank" will be tougher than other classes. A massive defense boost? .. A Default defense boost? .. no wait that's just AC.
Lifesteal: gone .. hope we get some great self heals . . last few zone be impossible with out lifesteal
Wouldn't it be just too ironic if players have to go back to re-run EE just to buff up their mains and alts in order to reach the new level cap and be able to play end game content again?
My main takeaway from the last time? Do Not make any major purchases or sales between now and the release date for M16. ANYTHING you sell now that is deemed worthless or subpar may wind up being BIS post-release - I remember when both Lightning and Thunderhead were viewed as subpar and Perfect quality versions could be had for a steal before they got buffed.
Also anything you buy now for a premium may wind up being severely nerfed - Feytouched, Negation, BIS MW armor sets - who knows what will get hit by the nerf hammer? Don't waste time on grinding for any armor, PERIOD. Undoubtedly there will be new level 80 armor that severely outclasses everything now in release.
everything it was hard and now it is easy, then after mod 16, back to harder again.
Will we have to max out the current masterwork tiers, 6. After chult, to be able to craft the 71-80 gear?
Or are we going to get the 71-80 gear recipes free, then continue as if master crafting tier 1 and 2 unlock quests, come in after the supposed level cap increase. With yet another whole new rank for crafting to unlock masterwork stuff, in the new 80 content.
Since they just updated us with a whole new crafting system, back in november. It stands to reason that they are keeping the crafting in, and there will be new recipes, given that there's 5 zones coming in.
- Critical Chance
- Critical Avoidance
As long as the enemy has higher Critical Avoidance than your Critical Chance, you will constantly get 0%. To avoid that problem, you always get +5% by default, not including feats as far as I understood.
That logic would be if we go by comparative method.
The problem is that it most likely would be what you state e.g. 49% avoidance / 51% crit chance = 2% crit chance.
That logic would be if we go by additive method.
So, it doesn't follow the ROLL logic by default, it only follows its own world of mathematics calling upon rolls which de facto make Player base weaker when MOD16 hits, unless the whole "constant damage reduction" becomes obsolete in the upcoming mod16.
So, all of it is a big IF.
I hope that we understood each-other now : ) The problem is not with what it states, but with the inability to test it on Beta server. I'm sure that Owlbear guys already know everything and are under NDA blabla, but my Neverwinter experience taught me not to take things literally from a blog post in order to find out intricacies of in-game mechanics, which more often than not are two separate worlds.
I'm not saying you are wrong, don't get me wrong, I'm only saying that I can't take written format for granted and make assumptions from that. Nor any conclusions for that matter.
This has nothing to do with you, but with the history of Cryptic's inability to fix particular bugs for a prolonged period of time as well as descriptions being "cryptic" to begin with. This is just my perspective on things.
If you leave your Critical Hit score at 0 then you'll never crit against anyone with at least a 2500 Crit Avoidance, which will be ~100% of level 70+ enemies. That's not speculation, that's in the developer blog. And yeah, I think leaving crit at zero and using an Owlbear Cub might be a really good choice - that IS speculation but certainly seems worth trying.
Ever since I've mentioned it here, Owlbear Cub's price skyrocketed on AH. I think from 40K up to 800K in a manner of 2 hours.
I sincerely hope that we can still use some form of Critical Strike, but frankly i was never up for having 100% Critical Chance nor being able to attain it that easily.
Regards
> NOOOOOOOOOOOOooooooo.....
>
> *17 pages later*
>
> ....ooooooooooooooooo!
>
> So, let me try and translate that:
> I am looking forward to it.
>
> Yes yes we get it, DC and or CW is bugged to be ultra mega top DPS so we can have the return of the 5x CW.
>
> What's next, they'll bring back the set bonus on High Vizier and High Prophet alone?
[Dusts off his "Knight Captain" set.]
I am Took.
"Full plate and packing steel" in NW since 2013.
> Heh, all of those tenser discs. Should that be counted as a scam? They released this lockbox and they knew full well that recovery was being gutted.
Yes and Yes.
Caveat emptor is their moto, i guess.
Unless Tensors become +Power or something equally useful.
I am Took.
"Full plate and packing steel" in NW since 2013.
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
We just don't know yet.
CS% = max (5%, min (50%, (your crit % - enemy crit avoidance %)))
or may be:
CS% = max (0%, min (50%, ( max (your crit%, 5%) - enemy crit avoidance %)))
Roll a number to see it is within CS%.
(*) special crit feature is something like TR in stealth mode and it is supposed to be 100% crit. However, I don't know what will happen to that.
Last year the devs mentioned with Mod 15 that part of their intended consequences of their changes were to create AD and gold sinks. Putting my tin foil hat on, I suspect Mod 16 continues that as a way to suck built up wealth out of the players to force more cash spend on Zen.