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Crit hits are 20% effective (often worse than noncrit)

zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
edited June 2015 in PvP Discussion
We tested some stuff on live today after the patch.
Tenacity from a full elemental pvp set gives a player:

40% PvP Damage Resist (Base for PvP - cannot be eliminated. Working)
80% Armor Penetration resistance (was broken since mod6 launch - is now working)
40% Control resistance (did not test)
40% Critical hit resistance
(Crit hits are 20% effective and usually less damage than noncritical hits unless using a vorpal - then crit hits might break even or do slightly better)



ARMOR PEN / ARMOR PEN RESISTANCE and PVP BASE DR

Armor penetration and Armor penetration resistance is now working in an additive way as explained by gentlemancrush in the recent ArP thread. Once you stack your %resistance ignored above 80%, any %RI after that begins cutting into a players Defensive damage resist linearly/additively as described - its working. Because of the the unchangeable base 40% PvP DR, noncritical/regular strikes against another player have a maximum efficacy of 60% (100% - 40% base DR). Any extra defensive DR a player has is subtracted from 60%. If a player has 20% defensive DR, and you don't have more than 80% resist ignore, your hits will be 60%-20%=40% effective. If you have 100% resist ignore then you will overcome their 80% ArP resist AND 20% defensive DR, so your noncrit hits will be 60% effective. That is the gist. It can pay off well to your damage to stack ArP to get beyond 80% resist ignored.

Noncritical hits against another full tenacity player can be up to 60% effective. There are exceptions for certain feats and boons but otherwise the ArP/ArPResist/PvPDR/DefensiveDR system works.


CRIT STRIKE RESISTANCE

Critical hits are a different story. Critical hits seem to be 20% effective and often do less damage than noncritical hits, even sometimes with a vorpal/150% crit severity. Ever heard of a game where critical strikes are weaker than normal hits? Only Neverwinter. Armor penetration stacked beyond 80%RI to reduce a target's defense DR does not seem to apply to your critical strikes - they are still 20% effective regardless, so if you stack ArP to say, 90-110% RI, the damage benefit seems to be completely wasted with crit hits.

Why are critical hits 20% effective? Seems crit hit resistance 40% and pvp base damage resist 40% are added together to give 40+40 = 80% resistance to crit hits. Along with crit severity suppression, the result is that without a vorpal, noncritical hits very often hit harder than your critical hit against other players . And if you have stacked ArP high enough this is almost always true if your RI% is not applied to crit - noncrit will hit harder.

Unless you use a vorp and have mechanics that rely on crit procs, might as well throw it away for Power/ArP. Without a vorp, Crit is literally dragging down your damage in pvp oO With a vorp and without ArP stacked, crit averages out to a slight overall improvement in damage, but not much. Just do a match and run ACT, you will see.

TY norm and yorg for testing help.
Can anyone offer additional information/correction on crit?
Crit strike resistance 40%, PvP Base DR 40%, PvP Crit suppression - how does it all interact?
Crit worse than noncrit, working as intended?
Sopi (aka Haxbox) SW [Synergy]
Sopi SW Youtube channel pvp brickabrack

Post edited by zeusom on

Comments

  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    Crit dmg resistance was introduced in various games and usually tanks had it. It's probably a bug that crit dmg does less than normal though.
  • edited June 2015
    This content has been removed.
  • mirlegrismirlegris Member Posts: 309 Arc User
    edited June 2015
    TR have not the choice between non-crit and crits damage. But, in theory, with my 85% RI against a foe with 80% Arp Resist and 20% DR, if i use Dazing Strike with "first strike" class feature in stealth :

    a) 18k (base damage with first strike) * 1.15 ( combat advantage ) * 0.85 ( 100% DR - 85% RI ) * 0.6 ( 40% drtnt ) = 10.5k

    b) 18k * (1+ ( 0.15 (ca) + 0.8 (crit severity of an orc ) + 0.15 ( feat ) + 0.1 (artifact o.h. class feature ) + 0.5 ( perfect vorp ) )) *0.85 *0.2 ( 40%DRtnt + 40% CritRestnt ) = 8.3 k.

    If Crit res work like this. At mod 5 calculation was crit damage * (1-tenacity%)^2 so :

    b2) 18k * 2.7 * 0.85 * (1-0.4)^2 = 18k * 2.7 * 0.85 * 0.36 = 14.87. Since last patch, i crit for 12k against a majority of people, so, i don't know if correct calculation is b) or b2).

    Ideas ?
  • freshourfreshour Member Posts: 623 Arc User
    edited June 2015
    Yay!!!!! I actually heard something similar to this and was messing around w/vorpal and w/out it. Lets just say you don't use the pure or tranny vorp so you are not actually debuffing yourself (GG Cryptic). But using a perfect..

    I can verify that w/out it I was hitting harder normals than crits on a pretty regular basis. Why is this okay? I honestly think Crush doesn't even know about it. But I guess we'll never know.
  • x3n0forumx3n0forum Member Posts: 44 Arc User
    edited June 2015
    So basically, the only stats that are relevant right now are:
    - Tenacity
    - Power
    - HP
    - Defence (irrelevent, see below)
    - Recovery (always relvent, see below)
    - Deflect for the classes that can stack it

    The full radiant crowd must be having a field day...
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    x3n0forum wrote: »
    So basically, the only stats that are relevant right now are:
    - Tenacity
    - Power
    - HP
    - Defence
    - Deflect for the classes that can stack it

    The full radiant crowd must be having a field day...

    Defence is no longer relevant as you get 40% from tenacity alone. If you use negation that's 70% DR already. And everyone can get the remaining 10% DR from armor alone.

    And you're forgetting Recovery which is relevant for any class but HRs and Justice Paladins.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited June 2015
    I was just going to post that.. defense is almost next to useless..

    the classes that have deflect boosting feats and lots of base deflect, benefit clearly over defense builds.
  • onegaki101onegaki101 Member, NW M9 Playtest Posts: 327 Arc User
    edited June 2015
    I guess this was their was to nerf TRs. If you go into stealth, you will do less damage...:rolleyes:
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited June 2015
    onegaki101 wrote: »
    I guess this was their was to nerf TRs. If you go into stealth, you will do less damage...:rolleyes:

    And for CWs, GWFs and the Lostmauth set ...

    But something doesn't sit right when a critical hit does less damage than a normal hit. That will need to be changed.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited June 2015
    freshour wrote: »
    Lets just say you don't use the pure or tranny vorp so you are not actually debuffing yourself (GG Cryptic)
    What? I thought Pure+ Vorpal works now...
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited June 2015
    This is really the most Neverwinter of outcomes
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited June 2015
    Also a side note, because Critical Strike Resist 40% is additive to PvP DR 40%, players using the PvP rings would actually have 42%+42% = 84% base resistance to crit hits so 16% effective crit.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • vadi88gvadi88g Member Posts: 54
    edited June 2015
    and also the new mount will be not really fair in pvp with140 % speed and 10% on player + using as pet in pvp

    see: http://nw-forum.perfectworld.com/showthread.php?952561-Drake-mounts-140-other-ability-fatal-for-PVP!
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