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Old 10-13-2014, 08:30 AM   #61
Ucala

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running around with 954 CC I have had quite a few myth crits Tongue
[IMG]

I would say "getting lucky" def can change parse order
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Old 10-14-2014, 04:25 PM   #62
Kalika

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Like arieste I wonder why they introduce yet another variable in the equations ... Nobody except probably a dumb button pusher (i mean a mage) asked for that. I don't hate the idea of mythical crit, but it's just another useless feature.

I don't understand why they spend time adding a useless feature when so many other things should be adjusted.
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Old 10-14-2014, 05:38 PM   #63
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Is there a formula for us to see at 500, 750, 1000, 1250, 1500, 1750, 2000 Crit Chance, what is the % on Legendary, Fabled, Mythical Crit Chance?
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Old 10-14-2014, 06:29 PM   #64
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Per the 1st post by Xelgad:

At 100% Crit, you will have a 1% chance to get a Legendary critical hit.
At 500% Crit, you will have a 1% chance to get a Fabled critical hit.
At 700% Crit, you'll have a very small chance to get a Mythical critical hit.
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Old 10-14-2014, 07:12 PM   #65
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with 747 crit im popping legendary and fabled quite often and dots OMG the dots HELLO WALL O ORANGE!!! althought from what ACT tells me i have yet to get a myth crit. back on topic though i i would imagine that people are more interested in what is the % chance to legend crit when at 700% crit chance and fabled and myth so on and so forth.
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Old 10-14-2014, 07:19 PM   #66
Ucala

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at 945 CC I am getting quite a few myths, mostly legendary/fabled everywhere I see
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Old 10-14-2014, 11:08 PM   #67
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I have 1000 and am seeing *very slightly* more than at 800.
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Old 10-14-2014, 11:17 PM   #68
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seen a ward yet?
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Old 10-15-2014, 06:41 PM   #69
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Still looking for ANYONE to report seeing a Mythical Crit ward.

Would like to know:

1. how did you know it was mythical?
2. how much was it in comparison to your regular ward?
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Old 10-17-2014, 12:54 PM   #70
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What I'd like to know is, what is the point? To put more luck into the game?
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Old 10-17-2014, 02:40 PM   #71
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Multiple people are reporting that wards aren't critting (the new super crits).


Both in terms of not showing up in log and in terms of not getting the "300%-type" numbers in repeated testing.
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Old 10-17-2014, 02:43 PM   #72
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From my perspective, the "point" is twofold:
  1. Ditch zonewide CC debuffs as a gating mechanism, without abandoning crit chance as a meaningful stat, and
  2. Offer us another more-or-less uncapped stat to juggle, alongside CB/Pot/WDB.
Overall, I think it's a great approach, despite concerns regarding variability. The random nature of the new critical system will make it somewhat more challenging to weigh this stat against others, whenever you have the opportunity to choose.

Conceptually, instead of trying to maximize the area of a square defined by CB/Pot, or CB/WDB, you'll be trying to maximize the volume of a cube, where the third dimension isn't necessarily constant, and doesn't trade 1:1 with the other two. Loading up on white CC adorns is still not likely to be the right approach, but at least now it's the kind of possibility that warrants a bit of examination.

kono
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Old 10-17-2014, 07:25 PM   #73
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Currently I got 700% CC on Anghammarad.

I often get Legendary Crits
I sometimes get Fabled Crits
I up until now never had a Mythical Crit

Receiving a fabled crit with an Inqui that is running full heal specced can show an amount of 47.xxx damage as fabled crit...

I curled up in a corner and started crying =P
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Old 10-18-2014, 01:15 AM   #74
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Not sure if anyone said it here before, but please for the love of solsek ro, make the font on the special criticals smaller please! it's really huge and taking too much space on my screen.
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Old 10-18-2014, 10:45 PM   #75
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I tested ward crits a little bit this afternoon and could not get any of the new crits.

Crit chance was 879.9. I stayed out of combat to minimize procs and just cast my single target ward on myself 400 times.

ward amount 127,763 = normal ward 261 occurrences
ward amount 129,045 = normal ward with tribal spirit proc 51 occurrences
ward amount 130,448 = normal ward with reification proc 75 occurrences
ward amount 131,771 = normal ward with tribal spirit and reicification proc 13 occurrences.

Total wards 400 = no legendary, fabled or mythical crits.
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Old 10-19-2014, 04:18 AM   #76
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ty for doing testing and reporting back. hopefully we'll get at least an acknowledgement from a dev sometime soon that this is being looked at.
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Old 10-19-2014, 07:41 AM   #77
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Probably has something to do with the spread on the new crits and the lack of the "max hit plus one" mechanic. And since wards are less effected by crit bonus, you're not fluctuating as much as other crits are. And the fluctuation is what enables other people to benefit from those crits at all, since otherwise.. they'd often be less than regular crits.

For legendaries. I don't know about fabled/mythical, nor why you were unable to see any results at all.
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Old 10-20-2014, 09:28 PM   #78
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Just a note about mythical crit on heals or wards ...

Since those crits are rare and passive they do not matter for healing, they are not likely to happen when needed. They will just produce over-healing.

The only case in which it could actually help would be if the special crit chance was not so low, and if a warder would spam his ward before pull ti he get a special crit ;-)

For dps it's totally different, special crit are just going to increase the average damage, but they may have some bad impact.
As example a t1 dps can get "lucky" and get a serie of special crit ==> and so he get ranked 1st on the agro list suddenly
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Old 10-20-2014, 09:54 PM   #79
Ucala

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myth crits aren't that great, they are nice but chances won't effect -too- much.

I still think it could change parses though on short fights and luck.
[IMG]
but it won't have that great of an impact
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Old 10-20-2014, 11:40 PM   #80
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I'm pretty sure something is bugged, as is obvious by legendary crits hitting lower than regular crits sometimes. If that gets addressed, I have to imagine myth crits will go up a bit. Maybe it's not bugged and it's just a result of procs, but legendary crits are extraordinarily not legendary if that is the case.

I vote to rename them "Treasured" crits.

However, either way, the impact isn't going to be parse changing.. but it can certainly be a wildcard in whether you pass or fail a time-based DPS check.

Or in the other direction, mobs which need to be kept close in health percents could just completely go whacky under a rare but inevitable string of myth crits.
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Old 10-21-2014, 04:30 AM   #81
Ucala

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I wouldn't really say that.
if you have all temps running, your normal crit will hit high.
if all temps are low and you legendary crit, it will hit higher than it should, but maybe not as high as a normal crit on full temps.
which makes perfect sense
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Old 10-21-2014, 05:40 AM   #82
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Which is what I said. But if a slight fluctuation in proc maintenance results in legendary crits hitting less than regular crits, they're pretty wimpy.

I still believe it isn't working properly, but like I said, it doesn't matter much.
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Old 10-21-2014, 06:10 AM   #83
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based on a 4 min fight on Beta of Just my Auto Attack with 690 CC (out of Myth Crit Range i know) i did not use any buffs nor did i did i use any Combat Arts and i was not grouped with any one... just a few findings.

My Normal Crits Ranged from 34k up to 136k
My Legendary Crits Ranged from 51k up to 161k
My Fabled Crits Ranged from 80k up to 222k

these numbers are just from one of my weapons, not both and not any of the procs that may have went off.

So if a Legendary Crit is supposed to be minimum of Max +1 X 25% then i am not seeing it work properly.
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Old 10-21-2014, 07:43 AM   #84
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Bonus criticals aren't ( ( max + 1 ) * bonus crit multiplier ), they're just a multiplier on whatever the pre-bonus crit damage was.
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Old 10-21-2014, 07:46 AM   #85
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Temps and buffs aside, your own damage range (when I looked) for each weapon is 4,696 to 17,347, so your max hit, just using those numbers, is 369% of your minimum. RNG theoretically dictates you will get special crits as often on the low end of your hits as you get them on the high end, so you should expect to see pretty much the range you displayed. Though you came out much better on the low end (51/34 = 150%, 80/34 = 235%) than the high end (161/136 = 118%, 222/136 = 163%), but it was also a short test.
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Old 10-21-2014, 04:01 PM   #86
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Thank you both, i released my mistake after i went to bed and m mind keep working on it.
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Old 10-24-2014, 03:07 PM   #87
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Not really the hoped for answer, but thanks for setting the record straight. Somewhat underwhelming to have a Fabled crit hit for less than a baseline crit but sometimes the rng isn't your friend. More and more it seems
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Old 10-24-2014, 04:57 PM   #88
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Given some of the things we've discovered by looking at Wards (which are a good baseline since they have no inherent variance), I think all the crits may be suffering incorrect log tags. See Ward Weirdness thread in priest section for more details/examples. That may not be the only problem though.
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Old 10-24-2014, 07:19 PM   #89
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This was addressed in said ward thread, but for people who only read this thread, the issue with wards was specific to wards and only an issue with the identification of crit types in the logs for wards; the actual values were correct.
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Old 10-25-2014, 02:12 PM   #90
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Critting dots seems weird. It doesn't seem to give a **** about your initial hit but if the first tick mythicrits every tick will mythicrit. If the initial hit mythicrits but the first tick legendary crits every tick will be legendary. Idk. Maybe it's just specific to assassin dots.
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