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View Full Version : Critical damage cap @100% now WHY?



Jar
05-14-2011, 04:20 PM
I mean None critical weaponskilling jobs where not behind enough already?

Total Crap that my Empyrean great sword is more or less town gear now that my full perle war is way stronger

I mean really SE give all jobs a Critical weaponskill or stop making them overpowered more and more every update.

Arcon
05-14-2011, 04:38 PM
While I don't object to the new cap (it only really matters inside Abyssea anyway), I certainly don't quite understand that move. Objectively speaking, it really doesn't seem very fair.

Karbuncle
05-14-2011, 04:56 PM
They have planned adjustments to weaponskills in the future (According to the rep in the "Full break" thread).

So theres a good chance DRK might get some nice Critical hit treats, and as Arcon says, It only really matters in Abyssea (The only place the cap can even remotely be reached).

wish12oz
05-14-2011, 05:03 PM
They should just make guillotine and that nyzul SAM WS that is multihit critical chance based on TP, that would fix the problem. =|

Karbuncle
05-14-2011, 05:07 PM
They should just make guillotine and that nyzul SAM WS that is multihit critical chance based on TP, that would fix the problem. =|

But thats far to easy a fix! >:O

Atomic_Skull
05-14-2011, 07:02 PM
Critical damage cap @100% now WHY?

Because if they didn't increase the cap RNG wouldn't be able to increase their critical hit damage any further than what they get from Dead Aim.

Urteil
05-14-2011, 08:00 PM
This is stupid, and needs to be fixed. There's no way this is intentional, just like the bulshittery that was the 10/tic regain PUP weapon.

Byrth
05-14-2011, 09:41 PM
Crit rate also caps at 100%. I guess I picked the right jobs.

Greatguardian
05-14-2011, 11:10 PM
This is stupid, and needs to be fixed. There's no way this is intentional, just like the bulshittery that was the 10/tic regain PUP weapon.

This is intentional and was mentioned specifically in the update notes. See Atomic_Skull's post for potential reasoning. Plus, they plain made players more powerful in every regard with this update. 50% Fast Cast cap was removed as well, and 95% Crit Rate cap.

It makes sense. What's the point of giving us more Fast Cast/Crit Rate/Crit Damage gear when players are already able to cap some stats naked or with 1-2 pieces of gear? It opens up a lot of possibilities for new armor when these stats are uncapped.

Arcon
05-14-2011, 11:33 PM
50% Fast Cast cap was removed as well [..]

Huh? Must have missed that. Casting time or Recast time? Or both?

Greatguardian
05-14-2011, 11:37 PM
Huh? Must have missed that. Casting time or Recast time? Or both?

Both that I've heard of. Spells going off at the 20% mark and Reraise having 44 second or lower recast have both been reported (the latter by Rdm only, no idea if this applies to recast reduction given by Haste). No personal testing to speak of though, since I don't think I've been on Rdm in months. I could go give it a whirl with my rdm and my brd mule later today.

Malamasala
05-15-2011, 01:30 AM
I've not tested it yet, but I'd bet one million that -BP cap wasn't changed at all. After all, can't uncap anything related to pet jobs.

Byrth
05-15-2011, 02:29 AM
I would also bet that, because they did not say it was changed.

Arcon
05-15-2011, 03:19 AM
Both that I've heard of. Spells going off at the 20% mark and Reraise having 44 second or lower recast have both been reported [..]

Did you mean 24s? Reraise has an innate recast of 60s, so 44s wouldn't be anything special.

I just did a quick test on BRD, and at least Haste doesn't seem to be affected. With 55% total haste and 4% Fast Cast, recast for Reraise should have been under 27s, but it was still 30s.

Screenshot (http://95.156.209.71/pub/ffxi/pics/img_20110514_190158.png)

Did the same test on SCH with Light Arts/Celerity, 14% Haste and 4% Fast Cast, still stuck at 30s, so SCH native recast reduction doesn't help either.

Screenshot (http://95.156.209.71/pub/ffxi/pics/img_20110514_192919.png)

Let a friend do it on RDM with major Fast Cast items and high Haste in gear with double March + Haste, still only 30s on Reraise.

Tried it again on BRD with Harmony Cape and Aoidos' Rhingrave +2 for direct recast reduction (Song recast -9), with 61% Haste, still nothing.

Screenshot (http://95.156.209.71/pub/ffxi/pics/img_20110514_195758.png)

The only thing I noticed a change in was casting time. It's not really easy to judge with BRD, but Minstrel's Ring and other items I was able to push casting time from 4s to noticeably under 2s, with Nightingale it was almost instant. So my conclusion is the casting time reduction cap definitely received an upgrade, but the recast time did not.

Greatguardian
05-15-2011, 04:15 AM
Did you mean 24s? Reraise has an innate recast of 60s, so 44s wouldn't be anything special.

snip

The only thing I noticed a change in was casting time. It's not really easy to judge with BRD, but Minstrel's Ring and other items I was able to push casting time from 4s to noticeably under 2s, with Nightingale it was almost instant. So my conclusion is the casting time reduction cap definitely received an upgrade, but the recast time did not.

D'oh, yes, I meant 24s. It's good to see some confirmation either way though! Even if Recast stays capped at -50%, getting casting time down is pretty cool.

Tsukino_Kaji
05-15-2011, 05:07 AM
I mean None critical weaponskilling jobs where not behind enough already?

Total Crap that my Empyrean great sword is more or less town gear now that my full perle war is way stronger

I mean really SE give all jobs a Critical weaponskill or stop making them overpowered more and more every update.This has nothing to do with the WSs themselves.