Does MNK cap on a crit number?
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.
I have no idea what you just said.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.
I think soft cap just means diminishing returns on the rating. Though, I haven't seen evidence of that.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.
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