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View Full Version : Crit Mit Explanation Please


thial
06-23-2011, 02:36 PM
<p><span style="color: #ffffff;"><span><span style="font-size: 9.0pt; font-family: ">Can some one explain the following to me, When it says </span></span><span style="font-size: 9.0pt; font-family: ">140% Critical Bonus [110 additional +30 innate] does this mean you will need a min of 110% and a max of 140%<span>? If that is the case than why do people always want tanks with 200 crit mit for kael zones and the new ones?? I understand not wanting a nub tank but  I have already tanked all the kael zones with one healer and 150 crit mit and have zero incoming crits, per ACT.... so that proves to me that the kael zones do not require more than 150 but some people still do not believe me and want a tank with 200 crit when it's not needed.  I run 161 CM now I have full Rygor including the BP and all CM adorns this should be enough for all three new zones and the X2 correct? Since the hardest zone is set at 140% and the hardest mob in the x2 is set at 160% if I understand the below information correcly.</span></span></span></p> <p><span style="color: #ffffff;"><span><span style="font-size: 9.0pt; font-family: ">I know for a fact i have enough Crit mit but I was looking for some reassurance from the community or even a dev so next  time I get into a [Removed for Content] match cause someone says I don’t have the crit mit I want to have some back bone for my argument since people can't read the buff on mobs.</span></span></span></p><p>Spire of Rage</p><p>Updated Crit Bonus / Avoidance: 120% Critical Bonus [90 additional +30 innate] and 110% Critical Avoidance.</p><p>Strategist’s Stronghold</p><p>Updated Crit Bonus / Avoidance: 130% Critical Bonus [100 additional +30 innate] and 120% Critical Avoidance.</p><p>Tower of Tactics</p><p>Updated Crit Bonus / Avoidance: 140% Critical Bonus [110 additional +30 innate] and 130% Critical Avoidance.</p><p>Citadel of V’uul</p><p>Updated Crit Bonus / Avoidance:</p><p>Boss 1 and Boss 2 - 140% Critical Bonus [110 additional + 30 innate] and 120% Critical Avoidance.</p><p>Boss 3 and Boss 4 - 150% Critical Bonus [120 additional + 30 innate] and 130% Critical Avoidance.</p><p>Boss 5 and Boss 6 - 160% Critical Bonus [130 additional + 30 innate] and 140% Critical Avoidance.</p>

Banditman
06-23-2011, 05:36 PM
<p>You understand it correctly.  They do not.</p>

theriatis
06-24-2011, 05:46 AM
<p>One example:</p><p>Boss 5 and Boss 6 - 160% Critical Bonus [130 additional + 30 innate] and 140% Critical Avoidance.</p><p>For this you need 160% or more Critical Mitigation to NOT get a critical hitand 240% or more Critical chance to hit critical.</p><p>Regards, theriatis.</p>

Lethe5683
06-24-2011, 05:53 AM
<p>The bonus amount is not the "minimum" neccissary it is just the amount that you have to add to the innate 30% cb in order to figure out how much crit mit you will need in order for mobs to no longer crit.  Anyone asking for tanks with 200% crit mit in the kael zones is just stupid and has no idea what they are talking about.</p>

The_Cheeseman
06-24-2011, 05:55 AM
<p>This is a fairly easy to understand issue: people want tanks with 200+ crit mit because you can only reach that high in raid gear and zones are MUCH easier with a raid-geared tank. You see, most people don't actually want to face a challenge outside of raiding, since the loot isn't usually worth the effort. When you spend weeks learning a tough raid encounter, your reward is some of the best loot available in that tier. People aren't motivated to spend that amount of effort on loot they can upgrade via /auction. Therefore, people only bother running heroic zones when they can guarantee success with minimal effort. The tank is the most gear-dependent member of the group; if you bring a gimpy mage or scout they may die a lot and not contribute much, but the rest of the group can carry them through. If you bring a gimpy tank, you don't make it past the first named because even a well-geared healer or DPS class generally lacks the tools to cover a tank's role.</p>

Nrgy
06-24-2011, 01:14 PM
<p><cite>theriatis wrote:</cite></p><blockquote><p>One example:</p><p>Boss 5 and Boss 6 - 160% Critical Bonus [130 additional + 30 innate] and 140% Critical Avoidance.</p><p>For this you need 160% or more Critical Mitigation to NOT get a critical hit</p><p><span style="color: #ff0000;">^^ Correct</span></p><p>and 240% or more Critical chance to hit critical.</p><p><span style="color: #ff0000;">^^ Misleading... you only need 141% to critically hit albeit you will only have a 1% chance to Crit.  With 240% you will have a  100% chance to crit.</span></p><p>If a mob has 1% Critical Avoidance you need 2% Crital Chance to be able to crit that mob.  You can not crit a mob if you have 0% crit chance. </p><ul><li>player crit chance - mob crit avoid = player chance to crit.</li><li>1% - 1% = 0%</li><li>2% - 1% = 1%</li><li>100% - 0% = 100%</li><li>140% - 140% = 0%</li><li>141% - 140% = 1%</li><li>240% - 140% = 100% <-- this might actually be 99% depending on how the math works on the server.</li></ul><p>Regards, theriatis.</p></blockquote><p>Im not attacking anyone .. just clearifying as this a thread asking about how the crit mechanics work and that some people don't fully understand them.</p><p>Although The_Cheeseman's post brings up the point that players assume that higher Crit Mit = better players due to gear aquired which stero-types that gear = skill and Better gear = better players.</p>