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friedkimchi
07-07-2011, 03:27 AM
Hi everyone.

I'm just sharing some screenshots showing the potential of a dexchantress.

Boss Setup/ Custom Recurve set

No Buffs
http://i601.photobucket.com/albums/tt94/friedkimchi/Pocket%20Legends/Dex_NoCrit.jpg

Max Buffs
http://i601.photobucket.com/albums/tt94/friedkimchi/Pocket%20Legends/Dex_Crit.jpg

Mob clearing setup/ Enchanted Staff set
No Buffs
http://i601.photobucket.com/albums/tt94/friedkimchi/Pocket%20Legends/Int_NoCrit.jpg

Max Buffs
http://i601.photobucket.com/albums/tt94/friedkimchi/Pocket%20Legends/Int_Crit.jpg

Skill damage while using Custom Set
Lightning > 273-370
Heal > 103-209
Firestorm > 279-363
Drain Life > 309-417

Skill damage while using Enchanted Set
Lightning > 307-413
Heal > 110-223
Firestorm > 315-406
Drain Life > 345-462

Base Stats
http://i601.photobucket.com/albums/tt94/friedkimchi/Pocket%20Legends/Naked.jpg

Mr.Wallace
07-07-2011, 03:43 AM
Just for fun:

http://farm7.static.flickr.com/6025/5911801396_aa12ee75e1.jpg (http://www.flickr.com/photos/61613079@N07/5911801396/)

And before all you experienced mages beat me up: That's not my build, I just did that once to find out the maximum crit!

Tempest
07-07-2011, 03:50 AM
Someone had achieved about 160 crt. Saw it somewhere

Riccits
07-07-2011, 04:09 AM
it was a bit over 180 crit. but its more a rare case, not realistic in game

friedkimchi
07-07-2011, 04:31 AM
Just for fun:

http://farm7.static.flickr.com/6025/5911801396_aa12ee75e1.jpg (http://www.flickr.com/photos/61613079@N07/5911801396/)

And before all you experienced mages beat me up: That's not my build, I just did that once to find out the maximum crit!

No worries. Curiosity is a curious thing.

=)

At Tempest and Riccits, this is a very practical build.
Give or take a few points in dex/int.

Though I feel very squishy at bosses now.

Tempest
07-07-2011, 05:03 AM
it was a bit over 180 crit. but its more a rare case, not realistic in game

How can you do that?? :O

Unxtoxic
07-07-2011, 05:32 AM
Dam I wish I had 2 sewer sets, anyone wanna donate a Sewer set :)

Dirtymonkey_666
07-07-2011, 05:36 AM
Someone had achieved about 160 crt. Saw it somewhere

yea. lovenus, on his main

Riccits
07-07-2011, 06:59 AM
How can you do that?? :O

with a trueshot bow wich can give double foucs buff, buts a rare case, then switch to another setup in those few seconds..

WhoIsThis
07-07-2011, 08:51 AM
The problem is that crit has is a percentage. Anything over 100% doesn't matter.

Edit: Except when unbuffed

Conradin
07-07-2011, 09:29 AM
Over 100 crit is great because tere are other factors against it. And Lovenus got 180 using a trueshot proc focus. For dexmage I say talon is the way to go.

Sigkill
07-07-2011, 09:40 AM
Over 100 crit is great because tere are other factors against it. And Lovenus got 180 using a trueshot proc focus. For dexmage I say talon is the way to go.

False, no debuffs affect Crit. Over 100 crit is useless trust me...

Conradin
07-07-2011, 10:01 AM
Hmmm ok i thought hit % had something to do with it. My apologize.

WhoIsThis
07-07-2011, 10:28 AM
Talon might be useful for survivability. Dex mage is squishy. But then, that kind of betrays the point of having a dex mage. :p

noobmigo
07-07-2011, 11:08 AM
I think 100% Crit is the cap. If you have 100 crit, you crit every time.

romgar1
07-07-2011, 11:19 AM
I would just like to say.... HOLY CRAP!!!!!!!!

Ayc2000
07-07-2011, 11:26 AM
I would just like to say.... HOLY CRAP!!!!!!!!
lol

Register
07-07-2011, 02:47 PM
I would just like to say.... HOLY CRAP!!!!!!!!

stole my words

Pharcyde
07-07-2011, 06:34 PM
I think 100% Crit is the cap. If you have 100 crit, you crit every time.

False.

Armor plays a big factor. Having over 100% crit isn't a bad thing, because armor counters critical hits sometime.

So it's 100% hit divided by whatever effect armor has on crit. Meaning 100% is only possible by getting anything over 100% crit.

WhoIsThis
07-07-2011, 08:10 PM
False.

Armor plays a big factor. Having over 100% crit isn't a bad thing, because armor counters critical hits sometime.

So it's 100% hit divided by whatever effect armor has on crit. Meaning 100% is only possible by getting anything over 100% crit.

Enemy armor should only affect crit damage; not crit percentage.

Crit dmg = 2 x (non-crit damage - enemy armor)

KingFu
07-07-2011, 08:19 PM
yea. lovenus, on his main

Lovenus is his main...55 he used for it was broadcast which I don't think he uses much


False, no debuffs affect Crit. Over 100 crit is useless trust me...

This^

Pharcyde
07-07-2011, 08:26 PM
Enemy armor should only affect crit damage; not crit percentage.

Crit dmg = 2 x (non-crit damage - enemy armor)

That's right, what about dodge though?

friedkimchi
07-08-2011, 04:09 AM
Very technical stuff going on here. :p

I don't think enemies have dodge? Need confirmation.
Your attacks are entirely dependent on your hit %.
Since we have a hit% cap.

JaytB
07-08-2011, 04:16 AM
Very technical stuff going on here. :p

I don't think enemies have dodge? Need confirmation.
Your attacks are entirely dependent on your hit %.
Since we have a hit% cap.

Enemies definitely have dodge.
Hit% cap is only for your auto attack, and not your skill dmg. Skill hit% isn't capped at all.

Edit:

That's right, what about dodge though?

I've been wondering about that a lot too. If I'd have 130% hit, and an enemy would have 30% dodge, would that mean my effective (skill) hit% is 130-30= 100%?

KingFu
07-08-2011, 07:46 AM
Enemies definitely have dodge.
Hit% cap is only for your auto attack, and not your skill dmg. Skill hit% isn't capped at all.

Edit:


I've been wondering about that a lot too. If I'd have 130% hit, and an enemy would have 30% dodge, would that mean my effective (skill) hit% is 130-30= 100%?

Enemy dodge doesn't effect your hit%, only how often you hit. If that makes sense. Basically, the dmg is "rolled" to see if it will hit or miss, if it hits, it then rolls to see if the enemy will dodge the attack (rolls off of the percentages) then rolls for crit if the enemy does not dodge.

JaytB
07-08-2011, 07:51 AM
Enemy dodge doesn't effect your hit%, only how often you hit. If that makes sense. Basically, the dmg is "rolled" to see if it will hit or miss, if it hits, it then rolls to see if the enemy will dodge the attack (rolls off of the percentages) then rolls for crit if the enemy does not dodge.

Thanks! And now that you mention this, I remember Physio made some kind of 'flowchart' for this.

So, if I understood correct, it doesn't have any use to have a hit% higher than 100%, right?

Edit: mm, I might have jumped to that conclusion a bit too fast... It makes sense if your hit% gets debuffed, that you'll still want 100%. so maybe higher than 100% does have its use.

KingFu
07-08-2011, 08:17 AM
Thanks! And now that you mention this, I remember Physio made some kind of 'flowchart' for this.

So, if I understood correct, it doesn't have any use to have a hit% higher than 100%, right?

Edit: mm, I might have jumped to that conclusion a bit too fast... It makes sense if your hit% gets debuffed, that you'll still want 100%. so maybe higher than 100% does have its use.

It might if your hit effects how often the enemies dodge (which as far as I know no one has confirmed whether it does it doesn't) I don't think enemies dodge effects your hit% (only how many times you hit since you'll obviously land less hits on an enemy with 50% dodge versus 20% dodge) however hit may effect how many times the enemy dodges. Kinda confusing, for me at least, but that's the way I understand it from testing and reading others reports. May be wrong though lol

WhoIsThis
07-08-2011, 08:43 AM
That's right, what about dodge though?

Dodge and crit are independent.

1. Do I hit? (dictated by your hit%; weapon hit is capped at about 86%; spells 100%) If not; miss.
2. Does the enemy dodge? (determined by enemy dodge)

So effective hit is my hit % - enemy dodge %.

3. Now that I hit, do I crit? Crit percentage is always going to be the same proportion of hits.

Lets say I've got 200 hits at 100% hit for a spell (for a weapon, due to the hit cap, only 172 will get through and 86 will be dodged). I've got an enemy that has really high dodge, say 50%. My crit is 60%.

So 100 hits get through. 100 are dodged. Of those, 60 will crit (for a weapon, that works out to just 51.6 shots critting).

Crit effective chance = my crit % x (my hit % - enemy dodge %)

Dmg from normal attack = my dmg - enemy armor
Dmg from crit attack = 2 x (my dmg - enemy armor)

The important thing is that your hit %, the enemy dodge %, and crit % are entirely independent, although you can debuff, buff, or be debuffed.

JaytB
07-08-2011, 08:54 AM
Dodge and crit are independent.

1. Do I hit? (dictated by your hit%; weapon hit is capped at about 86%; spells 100%) If not; miss.
2. Does the enemy dodge? (determined by enemy dodge)

So effective hit is my hit % - enemy dodge %.


So you're saying that if I would have 150% hit, and an enemy would have 50% dodge... 150(hit) - 50(dodge)= 100% hit... I would have 100% hit?

Doesn't the dodge roll come before the hit roll?

Physiologic
07-08-2011, 10:57 AM
Your hit% and an enemy's dodge% is completely independent of each other and are separate rolls altogether. The proof for this is that you can either MISS the enemy (your hit% fails and MISS appears on top of your head), OR the enemy's DODGE succeeds (your hit% succeeded but then the enemy's dodge roll comes into play and succeeds, and DODGE appears on top of the enemy's head).

Very simply put:
http://img.photobucket.com/albums/v84/d1nonlik/algorithm.jpg

If hit% and enemy dodge% were in the same equation and you happened to fail your attack, you wouldn't know whether you MISSED or the enemy DODGED due to a hit% fail or a dodge% success.

Btw - which roll comes first doesn't matter - The enemy dodge roll may come before your hit% roll, but the outcome is the same: 2 rolls, independent from each other, are calculated in succession.

WhoIsThis
07-08-2011, 11:56 AM
So you're saying that if I would have 150% hit, and an enemy would have 50% dodge... 150(hit) - 50(dodge)= 100% hit... I would have 100% hit?

Doesn't the dodge roll come before the hit roll?

Hit is capped at 86% for weapons and 100% for skills. Anything over 100% is not that useful, except when you are being debuffed.

In that case, you'd have 100% hit - 50% dodge = 50% hit; even if you had infinite hit %.

As Physiologic has said, hit or miss, then dodge, and finally crit.

Sigkill
07-08-2011, 04:05 PM
On my Dexchantress I remember critting everytime with like 102 percent crit, I doubt it would be different with 100%

JaytB
07-08-2011, 06:11 PM
Hit is capped at 86% for weapons and 100% for skills. Anything over 100% is not that useful, except when you are being debuffed.

In that case, you'd have 100% hit - 50% dodge = 50% hit; even if you had infinite hit %.

As Physiologic has said, hit or miss, then dodge, and finally crit.

Thank you, I got it now :)

friedkimchi
07-09-2011, 02:56 AM
Your hit% and an enemy's dodge% is completely independent of each other and are separate rolls altogether. The proof for this is that you can either MISS the enemy (your hit% fails and MISS appears on top of your head), OR the enemy's DODGE succeeds (your hit% succeeded but then the enemy's dodge roll comes into play and succeeds, and DODGE appears on top of the enemy's head).

Very simply put:
http://img.photobucket.com/albums/v84/d1nonlik/algorithm.jpg

If hit% and enemy dodge% were in the same equation and you happened to fail your attack, you wouldn't know whether you MISSED or the enemy DODGED due to a hit% fail or a dodge% success.

Btw - which roll comes first doesn't matter - The enemy dodge roll may come before your hit% roll, but the outcome is the same: 2 rolls, independent from each other, are calculated in succession.

Thanks Physiologic for the flowchart. It sums everything up very nicely.

JaytB
07-09-2011, 04:04 AM
Your hit% and an enemy's dodge% is completely independent of each other and are separate rolls altogether. The proof for this is that you can either MISS the enemy (your hit% fails and MISS appears on top of your head), OR the enemy's DODGE succeeds (your hit% succeeded but then the enemy's dodge roll comes into play and succeeds, and DODGE appears on top of the enemy's head).

Very simply put:
http://img.photobucket.com/albums/v84/d1nonlik/algorithm.jpg

If hit% and enemy dodge% were in the same equation and you happened to fail your attack, you wouldn't know whether you MISSED or the enemy DODGED due to a hit% fail or a dodge% success.

Btw - which roll comes first doesn't matter - The enemy dodge roll may come before your hit% roll, but the outcome is the same: 2 rolls, independent from each other, are calculated in succession.

Somehow I missed your post O.o

Anyway, thanks for including that 'flowchart, and for the clear explanation :/

Lovablemage
07-09-2011, 11:14 AM
Just for fun:

http://farm7.static.flickr.com/6025/5911801396_aa12ee75e1.jpg (http://www.flickr.com/photos/61613079@N07/5911801396/)

And before all you experienced mages beat me up: That's not my build, I just did that once to find out the maximum crit!
how do u only have to get 1 exp hacker?

WhoIsThis
07-09-2011, 12:02 PM
On my Dexchantress I remember critting everytime with like 102 percent crit, I doubt it would be different with 100%

It won't be. There's no skills to the best of my knowledge that debuff crit.

Swimmingstar
07-09-2011, 06:14 PM
Very technical stuff going on here. :p

I don't think enemies have dodge? Need confirmation.
Your attacks are entirely dependent on your hit %.
Since we have a hit% cap.
balloons have dodge so do enemies

Swimmingstar
07-09-2011, 06:18 PM
how do u only have to get 1 exp hacker?
lol thats level cap