Anyone else enjoy just suddenly seeing a big crit number. Did a dancer after getting it maxed and doing a sphene run. I saw a 173k Crit and it just made me go "Oh hell yes". Or that could just be my ADHD brain kicking on with big numbers
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Anyone else enjoy just suddenly seeing a big crit number. Did a dancer after getting it maxed and doing a sphene run. I saw a 173k Crit and it just made me go "Oh hell yes". Or that could just be my ADHD brain kicking on with big numbers
I agree, big numbers make brain happy :)
especially if you get a crit at the right moment and just chunk an enemies health. Gives me the good feeling for a few moments
I don't even notice the flying text numbers when I'm fighting. :(
If anything they need to nerf crit and rework direct hit (budget crit lol) to for example something like "mastery" wow has.
Crit rn is really unhealthy for the game , especially for week one raiding. A ninja not critting his Hyosho Ranryu should never be the sole reason to see enrage. (p8s ptsd's anyone?)
I don't usually notice crits or dh.
It really isn't. This game is literally built on killing stuff faster before it kills you. And taking crit away from that would just be a massive blow to everyone's DPS and or healing.
Basically everyone is a DPS in a sense.
A new player would think tenacity is a good stat for tanks because they see the "dmg reduction" part but nope it's bad. Build crit.
Same with new healers, they'll see piety as a good stat for them due to MP regen, nope it's a bad stat as well. Build crit.
We're all crit monsters.
Need more damage? go crit. Want more dopamine and see big numbers go crit. Reject humanity return to crit monke
It is bad for the game in certain regards, or rather bad for balance.
Our potency numbers on skills have become incredibly bloated over the years. Because crit is a .X multiplier this means that the damage variance when executing the exact same rotation gets even bigger depending on whether or not you had good crit rng at the right time.
The same issues apply to Direct Hit as well, just to a lesser extent. The DH stat only increases the chance of landing one and not also the multiplier for it, which is innately lower than Crit (25% vs 40% at base).
Obviously they couldn't just nerf crit and call it a day, they would have to also buff the other stats to make up for lost dps.
The other option would be to simply reduce the potency on all skills back to around Heavensward level.
We do not need every 2-minute burst skill to do 1000-1600 potency, but obviously this would require adjusting the health values of all enemies as well.
shit just auto crits now so, no not really.
I'm convinced that you dont raid.
Crit is too stong and needs a nerf. You can be the best player on earth, do your rotation perfectly without any errors.. the Viper that crits every GCD in his Reawaken will still deal more damage than you even after dropping several gcd's.
We had it several times already that week one raiding was more banking on Crit RNG than actual skill. You can wipe to enrage on a perfect run while also clearing on a run with a death because god know why the DNC had 100% critrate on his technical step.
Tenacity is not a bad stat. In most cases it can even be a gain over Skillspeed or even Crit if you dont meet the next crit tier.
Piety is the stat you treat like the devil but understand its a necessary evil. Try doing serious content without any piety on gear and meld. You will run OOM after approximately 8 minutes by only spamming Glare and holding your lucid on CD.
It really is just hoping for crits on everything. I feel horrid whenever my stardiver/starcross doesn't crit, because it means my life surge'd heaven's thrust/Drakesbane will deal more damage than what's actually meant to be doing the big damage in my kit. Not by much, but 20k damage difference between a non crit starcross and a crit heaven's thrust feels bad, not to mention the difference between a crit dhit starcross being almost 2.4x.
Crits don't involve any player agency so I don't find them very impactful on gameplay. They happen or they don't and that's it. Crit damage is at least sometimes noticeable against mobs, but they make no tangible difference against bosses.
i dont pay any attention to these numbers. they feel so pointless. as bigger as your numbers are as bigger is the boss' health
Yes, big number is great, but the way the game is rigged makes that feel unimpressive.
The way the secondary stat system works alongside new expansions, you lose power when you go into a new expansion. If you had a 25% crit rating in endwalker, you had 2300 critical hit. In dawntrail? 2300 critical hit is 18.5% chance and to get your old percentage you need 3200 critical hit. Similarly applies to direct hit, skillspeed, spellspeed, tenacity, piety, and determination where they diminish as you level up. As each expansion the maximum critical hit chance is always 29.2% and the maximum damage bonus from that kind of crit is 64.2%.
Doing a specific build for an expansion is fine, it can be fun, but having to rebuild those secondary stats again and again? That frankly isn't for me. As what is given is the illusion of growth. Even with higher primary stat like strength or intelligence or whatever, the amount of damage you deal that moves the boss's healthbar is relative to the prior expansion.
Like if we want to talk critical hit, nothing is going to top going into Delubrum Reginae normal with Essence of the Gambler which gave you a 77% chance on both critical hit and direct hit happening. Especially when running full upgraded bozja gear that granted haste for faster cooldowns and also having 10 suns of valor for that percentage damage increase.
I like how people start to cry how they want RNG in this game and not homogenization. Yet here you have a talk how Crit is bad, rng is bad and it needs to be removed because some class managed to get more dps than I do and that's unfair!!!
Honestly, we have so little stats right now that every class benefits from crit. Tanks use crit, DH and determination. No tenacity and other stat which are pointless. This game is already at the collapse of everything being the same. So devs would need to add more stats to the game and remove 2 minute cd meta.
The game needs to be less static and RNG is a path towards that, but where and how its used makes a difference. Personally, I want RNG on the enemy side more than the player side. I prefer having control over a consistent character and making choices based on the situation that I find myself in rather than relying on dice rolls that determine what actions I can take.
Crit is RNG, but what does it add? An instance where you were lucky enough to achieve a high crit rate on damage doesn't stand out any more than one where your crit rate was low or zero. The former might be a little faster, unless the rest of your party was unlucky and negated your crits, or you lost some uptime, but you probably wouldn't know without fflogs. Healing crits feel more significant because healing isn't a 100% uptime activity and big increases in output aren't spread over a 15 minute encounter. They're still not the most exciting thing though and they don't change how you approach healing anyway because you can't assume you're going to get a crit when you start healing. I'd rather have big heals come from proper use of interesting abilities.
I see big crits every time I log on.
Parry as a stat was basically always useless, even back in ARR and HW where the bosses were more random.
In a game where incoming damage is both lethal and on a set timeline you do not want to rely on random chance to take less damage.
And as with crit you could never get enough of those RNG stats to make them somewhat reliably proc on the exact hit you need them to.
I wouldn't want to put my survival for this 300k tank buster into the hands of a 25% chance.