|
Notices |
![]() |
Thread Tools |
![]() |
#31 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
|
![]() How is critical mitigation calculated? I know you can get items that that stat on it BUT - I have some character that have NO ITEMS with critical mitigation on them, but yet when I check I see they have +2% (just an example) critical mitigation listed. Exactly how did they raise critical mitigation without an item which says + XXXX to critical mitigation. |
![]() |
![]() |
![]() |
#32 |
Server: Nagafen
Guild: Illuminati
Rank: Members
Loremaster
Join Date: Jun 2009
Location: Canada
Posts: 391
|
![]() Maroger wrote:
Fighters and scours get a small amount of critmit from agility while priests and mages get a small amount of critmit from intelligence. Basically this means that every class has little bit of critmit from their stats, even if their gear doesn't directly give critmit.
__________________
___________________________ Ambrin - 92 Monk / 92 Tailor / 320 AA Ambryn - 92 Dirge / 320 AA Visjeer - 92 Necromancer Oryn - 90 Inquisitor |
![]() |
![]() |
![]() |
#33 |
Lord
Join Date: Jul 2009
Posts: 3
|
![]() slippery wrote:
FYI you're pictures won't show up unless the person reading the post is logged into EQ2 Flames since thats where they are hosted, so most likely the dev's won't be able to see them. |
![]() |
![]() |
![]() |
#34 |
Game Designer
Join Date: Jun 2009
Location: San Diego
Posts: 199
|
![]() We'll take a look at the code and see what is the matter. Thanks for your feedback on the Crits.
__________________
<img src="http://signavatar.com/files/sigs/3355_3.jpg"> |
![]() |
![]() |
![]() |
#35 |
Loremaster
Join Date: May 2005
Posts: 1,272
|
![]()
Thank you.
__________________
Arabel/Iguards/Thristin/Islayx, Leader of Equilibrium on Antonia Bayle |
![]() |
![]() |
![]() |
#36 | |
Loremaster
Join Date: Nov 2008
Posts: 7
|
![]() Quote:
At 10k health/power (which is the absolute bare minimum for a level 90 character who plans on entering combat) that is .0135% power and .0270% power every update. Thanks for posting this info but what's the point of this stat if it's capped at effectively nothing? The entire section on avoidance is a mess. Why do we have parry which is contested and parry chance which is uncontested? Beyond parry there is block and dodge which have similar contested and uncontested semantics yet seem to be/do the exact same thing as parry. The whole thing reads like it was created simply to confuse players. Imagine this: A tank gets a piece of gear. That gear has +15 more parry on it than the piece he is replacing. What does that actually translate to in terms of their ability to parry an incoming attack from a level 96 raid mob? A level 96 heroic mob? A level 86 raid mob? Is there any way to actually find that information? Would the numbers be different if it was +15 block or dodge? |
|
![]() |
![]() |
![]() |
#37 |
Server: Guk
Loremaster
Join Date: Dec 2005
Posts: 1,360
|
![]() Ambrin@Nagafen wrote:
Unless the formula changed with SF, this was Stat / 100, so 1000 in stat gave 10% crit mit.
__________________
guk.Aule - 90 coercer | Troops of Doom | 90 bruiser - guk.Krindi |
![]() |
![]() |
![]() |
#38 |
Server: Guk
Loremaster
Join Date: Dec 2005
Posts: 1,360
|
![]() Xelgad wrote:
Agility affects all brawler avoidances in small incremental gains past approximately 920 agil. The gain is the same applied to dodge, parry, block and uncontested block, and is logarithmic in nature. After uncontested block was added to the tooltip I noticed the adjustments, and spent a few hours gathering datapoints. There's a couple posts about it in the avoidance thread and I'm pm'ing you the data. Our assumption is that this is correct based on the prior mechanics developer postings pre and during beta: You may not be seeing it if you're not looking in a brawler specific area, but I assure you it is not a display bug. Aeralik wrote: (on 10/20/09) It's mainly all avoidance modifications and threat changes for brawlers. There are changes to how being double attacked works for brawlers, immunity to strikethrough, and an avoidance score that adds to your base avoidance chance. The score is kinda interesting in that it encourages you to get past the skill and attribute caps for some small additional bonuses unlike our other systems which are all hard capped.
__________________
guk.Aule - 90 coercer | Troops of Doom | 90 bruiser - guk.Krindi |
![]() |
![]() |
![]() |
#39 |
Loremaster
Join Date: Nov 2005
Posts: 816
|
![]() Xelgad wrote:
Lvl 80 Guard vs lvl 90 Training Dummy. 100% Crit exactly: 333 Hits 326 Crits 97.9% Crit Chance. Lvl 80 Guard vs lvl 90 Training Dummy. 102% Crit exactly: 399 Hits 399 Crits 100% Crit Chance. Lvl 80 Guard vs lvl 87 Training Dummy. 100% Crit exactly. 1340 Hits 1320 Crits 98.5% Crit Chance. Lvl 80 Guard vs lvl 87 Training Dummy. 101.1% Crit exactly. 621 Hits 621 Crits 100% Crit Chance. Taken from some tests I did on a training dummy when we were debating this on Flames. It looks to me that 101% crit is the cutoff. We're given a base 1% crit to start with, maybe it's not being added correctly? I'm also intrigued by the fact that debuffs can have an effect on crit chance... looking through my parses I see that Wyvernlord Tuluun has some form of crit mit while Wyrmlord Zaos does not, for example? What spells debuff mob crit mit? |
![]() |
![]() |
![]() |
#40 |
Loremaster
Join Date: Jan 2005
Posts: 264
|
![]() Question - If main stats are uncapped why does power gained from pirmary stat stop at 1200? I suspect this is left from last tier when we discovered that over cap would actualy decrease your power and you fixed it, please look into this. |
![]() |
![]() |
![]() |
#41 |
Loremaster
Join Date: Jan 2005
Posts: 80
|
![]() "Does the level of my armor matter?"
Does this only apply on armor? What about other items, like cloaks and charms, that have stats and effects added to them.Does a T7/T8 item proc less frequently with less numbers when fighting T9 content than what it says when examine the item? |
![]() |
![]() |
![]() |
#42 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
|
![]() Thorine@Oasis wrote:
Any item.
__________________
![]() |
![]() |
![]() |
![]() |
#43 |
Loremaster
Join Date: Jul 2005
Posts: 159
|
![]() steelbadger wrote:
To prove that 101% is what you need. You should do the same test with a level 70 vs 90 and 60 vs 90. Sure hit rate would be impacted dramatically, but crit % shouldn't be. If you can't get 101% crit automentored, I'm sure I could prolly do it since I can get upwards of 140% self-buffed at 90. Should still be 101 if I went to level 70. |
![]() |
![]() |
![]() |
#44 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() slippery wrote:
/sigh, and the debate continues. Xelgad gave me hope on this with his more straightforward, definite answers with a recommened followup action. As Xelgad mentioned about not critting 100% on the Fishman with 100% crit being a bug, then I guess the Training Dummies are bugged out as well. /sigh Xelgand in response, "We'll take a look at the code and see what is the matter. Thanks for your feedback on the Crits." This is approximately the exact same answer Timetraveller gave back when he started an explanation thread like this one. So it continues ... To answer ya Slippery, my guess is that the Training Dummies are bugged to test Crit Chance properly so we should not be using Training Dummies to validate this issue. /sigh |
![]() |
![]() |
![]() |
#45 |
Loremaster
Join Date: Nov 2004
Location: Arizona
Posts: 9,500
|
![]() Odds training dummies are bugged - .01% Odds changing crit to always crit at 100% didn't work - 99.99% |
![]() |
![]() |
![]() |
#46 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() Gaige wrote:
Heh, yeah, well, as Xelgad stated, supposedly on some mobs 100% crit is 100% regardless of level. However, some encounters (i.e., training dummies) could be bugged, that is coding, somehow peventing the proper equation to be utilized. So gaige, you got it backwards. Odds training dummies are bugged - 99.99% Odds changing crit to always crit at 100% didn't work - .01% If ya were to hold to Xelgald's statements here ... |
![]() |
![]() |
![]() |
#47 |
Loremaster
Join Date: Nov 2004
Location: Arizona
Posts: 9,500
|
![]() SkyBee wrote:
I like Xelgad a lot but in this case I'm confident crit isn't working as intended, I see it all the time in various raids and on various mobs. |
![]() |
![]() |
![]() |
#48 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() Gaige wrote:
Yeah, well, like Xelgad's fishman mob example, if it is not working as intended, then a bug report should be submitted. So, i guess there is already one bug report to submit there about Training Dummies and many many more raid encounters. Would be nice, if the mobs did actually debuff our chances to Crit, then it would be nice to actually show this in our Detrimental Window instead of the "behind the scenes, no way for us to know, silliness". |
![]() |
![]() |
![]() |
#49 |
Loremaster
Join Date: Dec 2004
Posts: 1,171
|
![]() steelbadger wrote:
I have a number of parses where I had 101 crit chance and failed to crit on trash mobs in Lab and Palace. |
![]() |
![]() |
![]() |
#50 |
Loremaster
Join Date: Nov 2005
Posts: 816
|
![]() Chath@Antonia Bayle wrote:
I've checked through my parses, I have 100% crit against all trash mobs in labs (and what trash mobs in Palace? Ring event mobs?). But I'm unable to test in a raid situation as I'm a Guardian and thus find it almost impossible to find gear that doesn't have crit on it. Raids are never a good place for reliable testing, there's too many variables both known and unknown. I really want to find more about the nature of the crit mit thing that some named mobs have though. It seems awfully arbitrary. |
![]() |
![]() |
![]() |
#51 |
Loremaster
Join Date: May 2005
Posts: 1,272
|
![]() SkyBee wrote:
You are not understanding why he referred to the fishman. He used that mob as an example because that mob has an ae that drastically reduces your crit chance, so if you hit the mob with that dot on you you aren't going to crit.
__________________
Arabel/Iguards/Thristin/Islayx, Leader of Equilibrium on Antonia Bayle |
![]() |
![]() |
![]() |
#52 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
|
![]() slippery wrote: Here you can very clearly see me failing to crit on a training dummy (most controlled test I could get on a higher level mob, I was simply trying to prove that 100% doesn't mean 100%. I chrono'd to 80 and got my crit as close to 100% as possible and attacked level 90 training dummies). Am I the only one who noticed that the "non crit" attacks here all followed a missed double attack? Coincidence?
__________________
![]() |
![]() |
![]() |
![]() |
#53 |
Loremaster
Join Date: Dec 2004
Posts: 1,171
|
![]() steelbadger wrote:
Yeah, the ring event mobs from the first two names. Although there's a lot of variables, most of them are pretty easy to be aware of aside from things like players being out of range of having their buffs on you when those buffs are scrolled off, so there's no visual indicator, or damageless debuffs on mobs that are beyond the icon limit. Although it's a little tedious you can even tell that just by reading logs if you know the spell effect messages. The difficulty is generally just coming up with a timeline of when things happen and what effects were active when different events occur. |
![]() |
![]() |
![]() |
#54 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() slippery wrote:
"If you're seeing your auto-attack and normal abilities (without procs) fail to crit (when you're not debuffed like on fishman in Perah's lab), feel free to PM me with your ACT Parse or combat logs, as that would be a bug." This is exaclty what Xelgad wrote. The "when you are not debuffed" takes into account of the DoT you are mentioning. If ya "fail to crit when you are not debuffed," then "that would be a bug." Thus, if ya fail to crit on a training dummy and there are no crit chance debuffs on training dummies (that i know of), then that would be a bug. This is exactly what he wrote, not parsing words here, since he takes into consideration of "when you're not debuffed" in his statement. So, training dummies are bugged in this regard if we are to believe Xelgad. Whether they actually are bugged or not, nobody knows this here. |
![]() |
![]() |
![]() |
#55 |
Loremaster
Join Date: May 2005
Posts: 1,272
|
![]()
I hate that wording. It is not a bug, it is the exactly way the game has worked since crits got introduced, and was even stated by someone on the development team to be intended to work as such. The current dev team may not want it to work like that anymore, but that doesn't make it a bug, it is still working like it was designed and intended to. It also isn't training dummies, it is every mob in the game. As for Xelgad, I'm pretty sure what you are looking for is somewhere in the con mechanics, not anything directly to do with crits or spells or anything like that. I'd almost guarantee it is tied to con (like too many things are). Also to Banditman, that would be convenient, but you can see a whole lot of my spells not critting.
__________________
Arabel/Iguards/Thristin/Islayx, Leader of Equilibrium on Antonia Bayle |
![]() |
![]() |
![]() |
#56 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() slippery wrote: The current dev team may not want it to work like that anymore, but that doesn't make it a bug, it is still working like it was designed and intended to. It also isn't training dummies, it is every mob in the game. Xelgad also states in this thread that SF has changed this mechanic and we believe it has not been changed and Timetraveller said the samething in the thread he made. slippery wrote: It is not a bug, it is the exactly way the game has worked since crits got introduced, and was even stated by someone on the development team to be intended to work as such. Yeah, I keep reading that players are only referring by word of mouth that this mechanic and these issues have remained since EoF yet nobody has the hyperlink or document thread where a Dev have stated this. I have no reason to doubt this, but I also think it is quite convenient. |
![]() |
![]() |
![]() |
#57 |
Loremaster
Join Date: Nov 2005
Posts: 2,179
|
![]() SkyBee wrote:
so you would bug the entire land of norath before looking into the actual criting mechanisim? interesting mighty efficient sir! by the time we're done bugging every mob in game maybe we can get this matter fixed! in 2 years.. did you play in the kos - tso times? did you examine your crit rate as opposed to your crit tool tip nightly after raid? if not then you clearly have no clue what you're talking about and are just examining and making statements about something a dev "said" and totaly ignoring the actual issue at hand. Banditman wrote:
expect that the fact that it swang a double attack means that double attack is indeed not contested by mob level :p |
![]() |
![]() |
![]() |
#58 |
Loremaster
Join Date: Jan 2007
Posts: 148
|
![]() Davngr1 wrote:
LOL!! I am just stating what Xelgad wrote. I did not state it made sense. If ya had any sense of reading comprehension, then you would have made the conclusion that if what Xelgad wrote is true then we will have to bug report many many many more mobs. I think we are right on about the parses (unless there actually is a hidden crit chance debuff on higher levle training dummies) we have shown that proves the crit chance mechanic does not work as how Xelgad and Timetraveller expresses. I never expressed a single doubt regarding these parses. |
![]() |
![]() |
![]() |
#59 |
Loremaster
Join Date: Feb 2010
Posts: 303
|
![]() I posted this several months ago and was wondering if we could get anymore feed back on the status of wards and their half-crit-bonus-gains in terms of room for improvement of heals versus wards (for example: revamping crit bonus to apply to wards like all other heals while keeping the base crit mulitplier at 1.15, i.e. ward crit mult = heal crit mult - 0.15) Hene wrote:
Timetravlling said that he and Xelgad talked about it, and I was wondering if there were any plans on implementing a change? and even better, an ETA on such changes |
![]() |
![]() |
![]() |
#60 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
|
![]() Ambrin@Nagafen wrote:
What happened to Critical Mitigation in SF? Was it all wrapped into Critical? I don't see items with Critical Mitigation on them in SF as in TSO? |
![]() |
![]() |