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Critical Hit Percentage vastly higher than stated?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I've been parsing a lot of combat logs as part of my weapons testing, and I've discovered that the amount of critical hits seems to be vastly higher than the level listed in the game's ship attack information.

It seems that if you have no points in Attack Vectors you will indeed get around 2.5% criticals. But if you max out Starship Attack Vectors your criticals don't increase to 4.5% as claimed by the game, instead they go up to more than 6%. This is without any points in any other skills related to space combat, and with only white MK 1 weapons and no consoles equipped.

From what I can tell, it doesn't seem like weapon power has any effect on the amount of criticals. As you get these much higher critical results whether your power is set to 50 or 125.

It appears to me that the Attack Vectors skill is giving a much larger bonus than the game would have you believe. There might also be some other bonus from higher weapon skill, because a higher level character is averaging closer to 7.6% criticals over the course of 376,000 shots fired. With that many individual results, more than luck has to be at play here.

Is there something I'm missing that can explain these extra criticals, or is critical percentage claimed by the in game text simply wrong?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    My LG tac BoP runs a base of 4.5% crit chance and can go as high as 10-11% maximum for a few seconds. I have no idea what the average is though. Why would this be a big deal? With the high healing of STO, those criticals are important for destroying hard targets like cruisers, carriers and the like.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Possibly, the OP was wondering why the info seemed to be showing results that differ from what was posted. However, it's worth noting that a percentage is random and not guaranteed, I would think.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The issue could be with the interpretation of the numbers by your parser... and compound probability. No matter how ever many weapons you have equipped they will all have a 4.5% chance to land a crit. each shot.
    However if you say fire 4 weapons your chance of landing one crit hit in that volley would be 16.82%
    1 - ( ( 1 - x ) ^ y ) y=shots fired (or weapons firing) x=CritH
    Of course with any chance for anything its still just that... chance. It wouldn't matter how large the sample you would never find an exact 4.5% in the numbers. There will always be a random element moving the numbers slightly up or down I would imagine.

    It is also possible (and more likely) that your parser isn't doing anything strange with the numbers and acc is playing into the number. I have heard and don't remember ever seeing any 100% confirmation from any devs that acc over defensive values and such will lead not only to crit severity but also crit chance. If that is true perhaps you have found some degree of proof for that theory.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I don't really see how my parser can be doing something wrong, because it just counts how many shots hit, and how many of those were criticals. To get the percentage you just divide the critical count by the total count.

    Even if there is a volley, so there is more chance of a critical among the shots fired, because there are more shots fired and thus more non-critical hits, it shouldn't change the percentage much. Also, I don't see any evidence of higher critical percentage with more weapons equipped, so it can't have anything to do with that.

    I understand that you'll never get exactly 4.5%, but you don't get anywhere near 4.5%, it's not even close. But the odd thing is without putting points in attack vectors you do get very close to 2.5%.

    As for the reason it matters. I just want to know what the default critical rate will be for the average person in the game. I'm assuming most people will put points in attack vectors. I'm trying to understand how the system works. Granted, you're probably right for the average player it makes little difference.

    Another thing is this can impact what gear you choose to equip. +CritH adds 2.5% critical percentage. Let's assume that it really is 2.5%, that means if you were really getting 4.5% criticals, you'd be going from 4.5 to 7% with that weapon, an increase of 55%. But if you're really going from 7.5 to 10%, it's only an increase of 33%, which means it might be more worthwhile going with the 40% critical damage bonus from CritD equipment instead.

    Anyway, thanks for the replies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    One thing to keep in mind as well is accuracy. Excess accuracy turns into a higher crit rate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    One thing to keep in mind as well is accuracy. Excess accuracy turns into a higher crit rate.

    You know, I think that might be it right there. I misunderstood how excess accuracy worked. When I read it I thought you had to get over 100% accuracy bonus to get better critical percentage. But, I missed the part about the base accuracy being 95%, so even if you have a 10% bonus you're already over by 5%. Since Attack Vectors boosts both accuracy and critical percentage the end result is more of a boost to criticals than just the critical percentage (when the person has no defense, which they wouldn't in my tests since they aren't moving).

    It also helps explain why my critical damage results are usually slightly above 150%. Although the bonus to critical percentage seems a lot larger than the bonus to critical damage.

    Thanks for helping me clear that up.

    So, I guess the short answer is if the target has sufficient defense, then you're going to get 4.5% criticals, but if they don't, you'll get more than that since your accuracy will be above 100. This also reinterates just how important it is to keep moving for the defense bonus, since otherwise you'll not only get hit more, but take more damage from criticals.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Nagorak wrote: »
    You know, I think that might be it right there. I misunderstood how excess accuracy worked. When I read it I thought you had to get over 100% accuracy bonus to get better critical percentage. But, I missed the part about the base accuracy being 95%, so even if you have a 10% bonus you're already over by 5%. Since Attack Vectors boosts both accuracy and critical percentage the end result is more of a boost to criticals than just the critical percentage (when the person has no defense, which they wouldn't in my tests since they aren't moving).

    There's the Accurate Captain trait that gives +10% Accuracy. With that alone, I believe you're looking at >100% Accuracy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Err, wait, I thought excess Acc became CrtD, not CrtH...?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Err, wait, I thought excess Acc became CrtD, not CrtH...?

    It appears to do a little of both from what I was seeing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Nagorak wrote: »
    It appears to do a little of both from what I was seeing.

    Makes me happy to have the Elusive trait and go full speed in Aegis everywhere then. :p
  • darienavandarienavan Member Posts: 28 Arc User
    edited September 2012
    . Since Attack Vectors boosts both accuracy and critical percentage
    AFAIK it only boosts attack pattern alpha (from 2% base up to+ 4% crt).

    So:

    5% Base Chance
    + up 2% energy/projectile weapon specialisation
    + 0.92 Borg console
    + 4% for tactical captains with attack pattern alpha
    (+ Bonus for excess [acc])


    crtH x3 vs. crtDx3 means

    13.92% Chance to do 180% (50% base+antiproton +dhc) of damage (0.1392 x1.8 =0.25)
    vs
    7.92% Chance to do 240% of damage (0.0792 x 2.4= 0.19)

    ->so if we asume that the toons are equally accurate crtH beats CrtD in means of DPS.

    Of course if burst damage is needed (PvP) the crtdcould be better..
  • redrickyredricky Member Posts: 1,004 Arc User
    edited September 2012
    Braaaiiiinnsss...
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited September 2012
    You also need to watch what you are attacking, you don't know an enemies defense score. Stationary cubes on cure? -15% defense like us? Who knows.
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