Does MNK cap on a crit number?
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Does MNK cap on a crit number?
Only crit cap is 100% crit which is not feasible with current gear. And it is only remotely achievable with fully melded PvP gear, if I'm not mistaken PvP monks can hit 700 Crit rating in Arena.
People have talked about crit caps for a long time.
I've never seen any real proof or numbers about it though.
I haven't seen any diminishing returns or caps thus far, so I'm going to assume it's 100% until that point.
I think whats he's saying is with Internal Release. In which case crit cap would be 70% no?
A lot of MMO have a soft and hard cap well below the 100% margin. That's what is being asked. But as far as I know there is no way with itemization atm to see a hard cap. Maybe a soft cap where the increase isn't enough to justify going higher.
Crit Cap = Hard Cap. Soft caps are only aimed because by critting something will proc, for example River of Blood on Bards. Monk has no such proc thus to achieve Crit cap would mean 100% crit. Well if you're asking about the highest attainable Crit rate then that's a different question all together.
........... Hard cap is when you hit a specific # where more crit has zero value (or in practical terms, negligible value even if it is non-zero).
Soft cap is when you hit a specific # where more crit has a "lot less" value for some random reason.
This reason is due to various mechanics in the game system. In the simplest example, a dev may actually artificially code lower value after a certain point (various games have had mechanics where crit after an arbitrary number -- 40% for example -- had half value).
There are other examples -- in certain games where successful crits influenced the chance to hit, crit would have a higher value early on where you replaced "misses" with "crits", and at a higher value, you would only replace "hits" with "crits". This later value is less meaningfully less than the initial value. This instance of a crit softcap is much less "artificial", but still happens.
There are some examples of statistical mechanics which will cause a sudden drop or a partial drop in crit value. For example, if you have an ability that procs when you crit, but has a hard cap of 1 proc per 5 seconds, then crit chance has a "softcap" when you reach the threshold of 1 statistical proc per 5 seconds. Prior to that level, crit will increase your chance to crit AND increase your chance to proc. After that level, crit will only increase your chance to crit -- your chance to proc that effect isn't increased much. This sudden change in crit value is a softcap.
That's the general meaning and how it might work for some other class. But I think the people before weren't talking about that in terms of soft cap since monk has no such mechanics.
Soft caps can be mechanical (like you said) or by diminishing returns. Just once it starts falling off at some point.
I just imagine Nico meant the latter since the former doesn't apply to us (outside of maybe with bootshine and IR?).
I'm old school EQ/WoW so the traditional sense of soft cap and hard cap. Like at one point inWoW I believe warriors had a soft cap 35% crit where it was better at that point to stack something else as each point there after had significantly less value then prior, aka a soft cap. At the same time the hard cap was 50% not 100%. Meaning at 50% no matter how much crot you added it was worth 0 past 50%.
ARR with current gearing doesn't even begin to register what a true hard cap would be but, only assuming this next part, past 500 crit value would be too much. You can have a gear set ATM that's 500crit 300 set and 400 ss. Or keeping accuracy still in the 475-480 range have 549 crit but 270? Set and 360-370 ss. The extra crit at that point isn't worth losing everything else imo.
But I'm a new poster long time lurker and only just started looking into monk numbers so might be wrong.
There is no hardcap for Monk crit in FF14:ARR except 100%, and the only "softcap" for crt% is, what, 70% because IR takes you over 100%.
WoW originally (don't know if it still does) has the example for crit% where crit% below a certain point would convert "misses" to "crits", but after a certain point would only convert "hits" to "crits". That may not actually be 100% accurate -- the WoW hit table was pretty involved and there's a lot of random stuff about glancing blows and other things shifting and using up "hit table space". The concept applied though -- below/above a certain threshold, the value of crit changed because it actually did something different. Bottom line is that the crit softcap there was a result of the way the hit table was constructed.