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#1 |
Loremaster
Join Date: Jun 2007
Posts: 724
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![]() I am one of many who don't really feel the CM checks on gear/zones gating players is the right way to go since it feels very digital unlike the crit avoidance debuffs which linearly make you less effective the "shorter" you are from being the correct height to ride the ride. If CM is designed as the "forced replacement" of old loot stat and the Reds are dead set on keeping it I'd suggest allowing more linear "give" on CM checks for characters in unidealized (complete) gear for whatever content they're versus. Some suggestions for future mechanics directives: 1) Place a purple adorn where the "shards" can be spent to adorn CM only adorns in those slots still allowing players to get the yellow/red whatever adorns for the "effects" they really drool over on their armor instead of having to pick CM adorns. This way they can still keep their 300CM or whatever ceiling they've reached yet still have the "fun" stuff. The Reds can be happy there is still a slight shard grind but not a forever grind. OR 2) Make current Red adorns "toggleable" on gear with a 2 deep item memory where a right click choose red adorn loaded (like the aa mirror) for each armor piece would enable players to run less crit mit and more "fun effects" for places/times they don't need titanic CM numbers without having to endlessly buy /replace /buy shard adorns to have a fun time then go back to work. OR 3) Remove the CRIT MITIGATION mechanic and instead choose a "Mob Potency Avoidance" effect instead. Potency Mitigation (PM) if you will. Here's what I'm seeing: Right now (I'm not super clear on the mechanics code but it seems this way) if my CM is below a threshold then there is a chance I get critted and if in a raid setting that = a ONE SHOT. If a crit occurs = game over. How much below the threshold you happen to be = more frequency of ONE SHOTs. Being ABOVE the CM threshold nets you nothing. No damage reduction, nothing. Arguably, CM above a zone/mob's requirement should give a blanket damage reduction or a - potency or something on the mobs to make CM more than just an effect sink since the Reds were too chicken to take the DPS epeens away. What should be happening is less digital (death no death) and instead be more "dang I'm 1/2 Hps every AOE from those adds" or "wow I can see all these CM adorns give me 3% less hit point loss on an AOE from a raid mob so those 'wonderful' CM adorns enable me to only be 1/4 Hps loss every AOE from those adds" or whatever. If crit mit was not a check against if that raid mob or heroic name is going to crit and ONE SHOT you or not, but instead was a "how hard they will hit you" with a little more forgiveness for not being "overgeared" vs the content things would feel more fluid. ex: EM Tormax - 95 CM PQ Inq = Adds repeatedly ONE SHOT me with 40K+hps. ex: EM Tormax - 131 CM 2 EM / 5 PQ Inq = Adds are invisible and are basically ignorable. That shouldn't happen. I should reach the "line" then /ignore the crit check or be effectively booted from the encounter if I'm below the line. Arguably, all the uber geared people will "quote" and laugh at the 95 CM attempt. What should instead make their epeens rage is that there is no consequence to me for only being 131 vs the encounter either. I shouldn't be ONE SHOTTED and then completely immune to where I can ignore it. It should be a sliding type scale and I believe a Potency Mitigation instead of a Critical Mitigation would be better suited to this. |
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#2 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() To be honest Critical Mitigation was a bad stat, lockouts are terrible. Harder Content should just be harder, not have a gear check. |
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#3 |
Loremaster
Join Date: May 2006
Location: Vancouver
Posts: 2,840
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![]() The last thing we need is more adornment slots |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 1,285
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![]() I have to agree, crit mit is just not going to work as a progression stat, it's too arcane and artificial. Heck, at this point I'd rather they just remove criticals from the game entirely. The entire system is totally obtuse and against the entire concept of "critical" hits, anyway. Lock all crits to a fixed 5% chance, make them ONLY altered by specific AAs, and use some other mechanism to increase damage. Or just scale back MOB HPs so that we don't have Velious solo MOBs with more HP than SF heroics. That would be the best, if outrageously complicated, solution, in my mind. |
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#5 |
Loremaster
Join Date: May 2006
Location: Vancouver
Posts: 2,840
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![]() Crit mit would have been great if it was not an all or nothing mechanic where you actually needed to negate every single critical hit in order to defeat encounters. |
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#6 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
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![]() Agreed with above post. The idea of gear threshold is terrible. As example is half the team miss 5% of crit mit you get basically 5% change to die of anything for 12 members. This implies that people are too die each round, healing the opponent. I don't even understand why crit mit was introduced, we already had mitigation and resistances. I don't get either why we also got crit bonus and crit over 100% and mob mitigating critical. The current offensive progression is also totally ridiculous, people "power" scale almost quadratically (1 +pot/100)*1+ crit bonus/100) and if you had ability mod sets and war gemme proc it get insane. The gap between geared and undegared people has never been so large. And the defensive progression is like 1) i almost get 1 shot each 10 second to 2) i m almost immune to damage. |
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#7 |
Server: Permafrost
Guild: Issari Laoris
Rank: Cute 'n Blue
Loremaster
Join Date: Nov 2007
Posts: 323
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![]() S_M_I_T_E wrote:
This isn't entirely right. Each mob has a certain change to crit with its attacks. There are certain effects what reduce this chance. If a mob crits, the damage of its attack is increased by their modified crit bonus. If the end damage is less than the maximum non-crit damage, it is increased to this amount. The modified crit bonus is base_crit_bonus + crit_bonus - target_critical_mitigation, with a minimum of 0. If the modififed crit bonus againt a target is 0, the attack will show as if it was not a crit even if it was. In that case, the damage it does will still be at least equal to the maximum non-crit damage. With that, critical mitigation is a 'sliding' mechanic. If you have 10% less critmit than is expected for the zone, you simply get 10% more damage from all critical attacks. You are right about having too much critmit giving you nothing at all though. |
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#8 |
Loremaster
Join Date: Jun 2007
Posts: 724
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![]() ^^^ Ok, thanks for the clarification mechanically speaking but it still "feels" too tight a tolerance. Maybe they should have a slower sloping sliding scale if it is sliding as it is currently. The others were correct that if you get critted then you get owned. Having to prevent every crit is not a sliding scale but a digital check. When it's a crit it is max damage + instead of whatever the range might place it, and then on top of that there's extra damage as you outline for however below the line you are. The process of the crit (no matter how "extra" hard it is) is commonly enough to ONE SHOT characters. Being critted is enough. There is no sliding to it. If it was instead potency mitigation the rarity of getting the "high end" of the damage regime would make getting ONE SHOTTED a rare event rather than a regular occurence. Arguably, all autoattacks, AOE's, whatnot from mobs should be tuned such that crit = 1/2 hps of a geared character for that teir of content (raid / heroic / whatever). Only if you were severely undergeared vs content would the crits and the "extra" boost for being undergeared to the crit would ONE SHOT people. As it is now a single crit event is game over in many situations. |
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