The way I assume it would work is as a clientside toggle option. So the actual damage being dealt is always the same in the server's calculation, it's just 'rendered' differently on the client's screen. Let's take a Phantom Rush for example. IIRC it's four smaller dash-hits, then the big slam. So, for someone with the option turned off, they'd see the one damage number say 50000!! (it's a direct crit). Someone WITH the option turned on, however, could see different numbers for each of the sub-dashes too. For example, maybe 50% comes from the final hit, and the other 50% is split between the smaller dashes in some way. For example, a 10/12/13/15% buildup. They'd all have +/- 5% damage variance ignored, as that is applied to the original 'total damage' the server sees. These smaller values are based on that total value, so they don't need the variance applied a second time. All of these mini-numbers would be DCrit too because the main hit (as seen by the server) is a DCrit. This doesn't solve the 'crit variance' issue, but it doesn't add to it either, it's just a clientside optional thing. It also keeps the server processing the same, as it's the client that is changing how it's rendered, but the maths and calculations behind the scenes is the same.
An example for your dancer: Starfall Dance. Big line blast of chakrams, right? So instead of seeing one big hit (guaranteed to DCrit, iirc), it'd be say, 8 smaller numbers of roughly equal size (give or take a little bit so they're not all the exact same number), but totalling that same DCrit total you'd see without the option turned on. Or, more importantly I think, something like Saber Dance would have the numbers not just split into smaller-but-many-more, but it'd stagger the timing of the numbers over the duration of the animation of the skill. The actual damage calculation would be applied at the same time, server-side speaking, so there wouldn't be some 'oh because the hits take place over the full 2.5s animation length some didn't make it in time for enrage and thats why we wiped', no, the damage still happens all at once according to what the server sees, it's just clientside
I had the same suggestion with a BLU idea I had for if they allowed stuff to be 'spell glamours': Triple Trident, Matra Magic and Rose of Destruction would all be skins of one another. They'd all do the same 'total damage', but Rose as one hit, Triple Trident as three, and Matra Magic as eight. In that video, he shows the 'final total' as a bigger number at the end, but TBH, I'm not sure that's even necessary. Do we need to see that Saber Dance go '10k, 10k, 10k, 10k, 10k, 10k, SIXTY THOUSAND', wouldn't the dopamine of seeing it say '10000' (give or take a couple hundred) six seperate times be enough
Sounds like Multistrike from WOW, a stat so hilariously fun and imbalanced in equal measure that it stuck around for exactly one expansion. Like, would these 'additional strikes' that have various levels of accuracy also be able to crit? DHit? etc. Big can of worms
IDK, it sounded to me like you were saying
Which might have been true-ish for WHM on account of it's design at the time being real 'did they actually playtest this' energy, but it was definitely not true for SCH. Remember that Rouse still existed in SB (not added, existed), so we went from Rouse + W.Dawn in HW, into chaining Rouse + W.Dawn, plus it's boosted Embrace casts, into Excog, into Fey Union, and all of this combined massively reduced how much tank babysitting was required, allowing us to get closer to 'keep the tank alive by just using the raidwide healing the whole party needed anyway'. Couple that with Star every 60s from the AST



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