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  1. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Ruminous View Post
    It's to remove damage variance. If you do any log reading, you'll notice that the variance between midare setsugekka now on most is within about 4k damage difference if it's at the same ilvl. The only thing it can do is crit or direct crit, so it keeps the average between multiple samples very close.

    That being said, while it's good for balancing, it's less fun for the player. The excitement of building up to a big hit is all gone. Midare setsugekka is just "another skill" that you do. It just saddens me that critical hits are the problem and the system they have for it is flawed. Seeing big numbers, no matter what role you are is definitely fun and exciting. Making it common just rips a lot out of it.
    I'm personally in the camp where "Criticals" should be the result of completing a conditional instead of random or auto applied.

    That's a little incompatible with stats as they are currently, but outside some notable RNG situations, that's how PVP works. Every class has a few critical conditions.

    Just spitballing, imagine if any Draw Attack gaining its critical bonus was connected to successfully defending with Third Eye*. Now I'm not going to pretend that's a great example, but consider how you might have to bend and change to individual encounters to land as many of those as possible.
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    Last edited by Kabooa; 05-10-2022 at 12:27 AM.