Gisallo
03-12-2010, 02:14 AM
<p>last newbish question. I never really thought about crit bonus before. I know how it works on combat spells, heals etc, but with the unique mechanic of wards how does it apply to them? </p>
SonnyA
03-12-2010, 06:02 AM
<p>It makes them bigger.</p><p>As long as you sit at 100% crit chance, then crit bonus and potency is win.</p><p>Crit bonus also affects autoattack damage, where potency does not.</p>
<p><cite>Gisallo wrote:</cite></p><blockquote><p>last newbish question. I never really thought about crit bonus before. I know how it works on combat spells, heals etc, but with the unique mechanic of wards how does it apply to them? </p></blockquote><p>for the most part, crit bonus adds to critical mutlipliers, i.e. how much extra damage you do on a critcal hit; when you critical (with the exception of a few situations) your critical hit will do BaseDamage*CriticalMultplier</p><p>with SF, each class got a set of base crit multipliers, with healers getting a base crit multiplier for heals (and wards) of 1.300 (and 1.200 for spells, and 1.300 for everything else, iirc), however, because of the efficiency of wards, the <em>effective</em> crit multiplier is reduced to (BaseCritMultiplier-1)/2+1. So if you have 20% crit bonus, your crit multiplier for heals would be 1.300 base + 0.200 = 1.500, with an effective crit multiplier for wards of (1.500-1)/2+1=1.250</p><p>example: if you have a 2000 point heal and a 2000 point ward with 1.300 crit multiplier (base crit multiplier for heals), and you get a critical hit with both, the heal will heal for 2000*1.300=2600 health and the ward will ward for 2000*1.150=2300 health.</p><p>but, for a CA or Spell (and I believe for heals as well), if the said ability has a range, e.g. 1000-2000 damage, on a critical hit, you will not do less than the maximum, noncritical hit + 1; so on a critical hit, you will not do less than 2001 damage with said spell</p>
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