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  1. #1
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    Mar 2011
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    [dev1010] VIT, Critical Hit, and YOU

    Will the change to VIT affect player's critical hits against monsters?
    (1)

  2. #2
    Player Swords's Avatar
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    Mar 2011
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    Hit rate no, damage yes. The range of which the damage is effected is undetermined, but I would not hold my breath that people are just panicing. The new dev. team seem to have a more realistic outlook on their adjustments than the old one but we'll have to wait and see.
    (0)

  3. #3
    Player Firebert_Lakshmi's Avatar
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    Mar 2011
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    Windurst
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    Character
    Firebert
    World
    Lakshmi
    Main Class
    MNK Lv 99
    As a galka, I welcome the VIT update.
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    To right the countless wrongs of our days... We shine this light of true redemption, that this place may become as paradise...Oh, what a wonderful world such would be...

  4. #4
    Player Swords's Avatar
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    It will probably play in favor for MNKs specially where counterstance ruins our defense. I'm inclined to think that it would make mages mobs/players alike more prone to taking higher critical damage than they do now, while jobs like PLD MNK and WAR would take obviously less than they currently do.

    Then again the update might only make it noticeable on things that significantly higher VIT, like NM's to hurt peoples abilities to solo stuff as easily in Abyssea.

    Course there is the panic button theory that it's going to overall reduce Crit. Damage and ruin jobs like MNK THF NIN and DNC.
    (0)

  5. #5
    Player Denabond's Avatar
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    Mar 2011
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    Character
    Denabond
    World
    Lakshmi
    Main Class
    MNK Lv 90
    Honestly i don't see how this buffs mnks. Sure mnks have natural high Vit, but if the mnk is tanking, he will have Counterstance up. And his def is crap with it up. And i haven't really seen mobs that crit that often to make it matter (with the exception of mobs under war 2hr).
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  6. #6
    Player Swords's Avatar
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    Don't hold me to this, but I've been thinking how SE is going to do the math on the calculations for Crit Damage. One of the ways I envision SE possibly doing the math for Crit Damage is something like

    (current Crit Damage formula) = Crit Damage
    (some STR > VIT Formula) = % Dmg Reduced
    (Crit Damage) * (% Dmg Reduced) = Amount Reduced
    (Crit Damage) - (Amount Reduced) = Actual Damage Done

    Proving SE actually does something similar to that it could play favorably to MNK's, PLD's, and other High VIT Jobs where Defense does not play a factor.

    I can also see SE doing something that might be both good and harmful to players and mobs alike.

    (Current Crit Damage Formula) = Crit Damage
    (Some Player/Mob VIT +/- Player/Mob STR formula) = Increase/Reduced %
    (Crit Damage) * (Increase/Reduced %) = Increased/Reduced Damage
    (Crit Damage) - (Increased/Reduced Damage) = Actual Damage

    The second example is along the same lines as the first, the major difference though is having low VIT might increase the amount of damage player/mob's will take versus now, and work vice versa for high VIT mobs/players.
    (0)

  7. #7
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    Currently, critical hits just add a value to the pDIF and increase the cap of the pDIF. It'll probably be a component that either changes the "1" added or diminishes the cap.
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  8. #8
    Community Rep Camate's Avatar
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    Please check out the post I made in regards to this topic.
    (7)
    Devin "Camate" Casadey - Community Team

  9. #9
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    Mar 2011
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    Great Dev team or Greatest?
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