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  1. #11
    Player
    Bikkusu's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Jonra Greyhawk
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by JackFross View Post
    They were.
    Sorry, no. What they did was not take those into account at all. They reworked a system that wasn't broken in order to give Paladin a role in it.

    No, the new ratios were not done to create tiers of damage.

    They want you to play a role. They have stated this numerous times. They don't want healers to DPS so they took accuracy away (healers are melding accuracy onto their gear). They don't want tanks to DPS so they took damage away and said this is not a significant portion of their calculations for fights (no point in trying to gear for damage at all). They want DPS to DPS, yet they created a class that relies solely on procs for burst. So no, it isn't about tiers. It's about them trying to force a new way of playing a game onto a community (CUSTOMERS!) that doesn't want that.

    Anyone who is gearing with just vitality in mind doesn't know what their numbers mean. When was the last time a Final Fantasy game had a clearly defined role for a character that you could not pick to min-max? When was it you had a class where you could not blur the lines of what it did?

    Quote Originally Posted by JackFross View Post
    Yes, there absolutely are diminishing returns for Critical Hit Rate.

    The crit rate increases linearly. That is, x Crit will always give you an increase of precisely y% crit.

    200 Crit gives you ~5% crit rate. If you have 1000 Crit, you already have a base 20% crit rate. Increasing that to 1200 bumps you to ~25% crit rate. That's an increase of 25%. (25/20 = 1.25). This means, in case this is going over your head, that if you go from 1000 Crit to 1200 Crit, you will see, on average, 25% more crits. 1/4 of all of your previous non-crits would be crits, on average.

    If, however, you have 800 Crit, and you add 200 Crit to bump to 1000, you go from 15% to 20%. This is an increase of 33%. (20/15 = 1.33333). This means you will be getting a crit on 1/3 of all previous non-crit skills on average.

    That's the very definition of diminishing returns.
    No. No, this is not the definition of a diminishing return, especially when the Critical Hit Rate also increases the Critical Hit Damage/Heal.

    A linear increase is a linear increase. A diminishing return is when you start to lose, or plateau as you gain more; this doesn't happen if you're going up at a flat rate.
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    Last edited by Bikkusu; 03-06-2016 at 02:03 AM.