Yoshi-P has already acknowledged the crit buff issues and has more or less stated that they are likely going to be redesigning the crit stat up to 7.0. By 7.0 those buffs will likely function in a completely different manner.
Completely different manner probably means "5% increased damage for 20 seconds on a 120 second cooldown."
The Situation: A universal issue that could easily be solved by converting excess chance into bonus effect (e.g., a 120% chance of a +50% crit bonus -> 100% chance of a +60% crit bonus).
The Likely Response: Let's just homogenize all the raid buffs. Now that we stripped all Crit procs from all but Monk and did everything in our power to remove useful Speed tiers, it's not like they do anything differently anyways.
I've seen some games solve this problem with the concept of "double-crits", which I like.The Situation: A universal issue that could easily be solved by converting excess chance into bonus effect (e.g., a 120% chance of a +50% crit bonus -> 100% chance of a +60% crit bonus).
The Likely Response: Let's just homogenize all the raid buffs. Now that we stripped all Crit procs from all but Monk and did everything in our power to remove useful Speed tiers, it's not like they do anything differently anyways.
For example, let's say a crit deals +60% damage based on their crit rating and they have a 30% chance to crit.
Then, something buffs them with +100% chance to crit, their new crit chance is effectively 130%, but that becomes a 30% chance to double-crit for +120% damage with the remaining 70% chance guaranteed to crit for +60% damage.
There is direct hits as double crit already.I've seen some games solve this problem with the concept of "double-crits", which I like.
For example, let's say a crit deals +60% damage based on their crit rating and they have a 30% chance to crit.
Then, something buffs them with +100% chance to crit, their new crit chance is effectively 130%, but that becomes a 30% chance to double-crit for +120% damage with the remaining 70% chance guaranteed to crit for +60% damage.
I havent played at that time but at this point i want it to reverted back to be hit rating like in old wow. Crit mechanic is not bad, devs just too lazy to balance potencies but crit+direct hit is a curse of this game.
Hit rating is the worst idea in the world. You need a minimum amount of it to even be functional. It's an awful feeling when you don't have it and feels like wasted stat budget when you do, like piety but worse. Not to mention it runs largely counter to the way secondary stats work in FFXIV, where the impact of one stat over another is so small it's ultimately a matter of preference even if there is some ideal BiS. That wouldn't be the case if everyone is practically required to get X hit rating in order to not risk missing all their big attacks. If crit variance is a problem now, god, imagine hit variance.
I'm glad it's dead in WoW, and I'll be very glad indeed if the FFXIV devs have the sense not to bring it back here.
The major reason "Accuracy" didn't work for FF is not only because players had to meet a specific hit rating, but also that anything above the minimum needed was wasted stat points. It also didn't help that only Healers/Casters (iirc) needed to meld it to any appreciable degree.Hit rating is the worst idea in the world. You need a minimum amount of it to even be functional. It's an awful feeling when you don't have it and feels like wasted stat budget when you do, like piety but worse. Not to mention it runs largely counter to the way secondary stats work in FFXIV, where the impact of one stat over another is so small it's ultimately a matter of preference even if there is some ideal BiS. That wouldn't be the case if everyone is practically required to get X hit rating in order to not risk missing all their big attacks. If crit variance is a problem now, god, imagine hit variance.
I'm glad it's dead in WoW, and I'll be very glad indeed if the FFXIV devs have the sense not to bring it back here.
Direct hit is completely different than double crit - the whole point of double crit is to address situations where a stat goes above 100% to prevent diminishing returns that incentivize players to avoid an otherwise good stat and/or avoid certain raid comps for similar concerns.
Except then you're reducing the potency of something to make it a guaranteed crit, allegedly to reduce the frustration of performance variance from crits, just to then again allow it to crit. You will have added a step of convolution for... absolutely zero change, save that it'd cause the Crit scale to scale even better (more wildly/quadratically).I've seen some games solve this problem with the concept of "double-crits", which I like.
For example, let's say a crit deals +60% damage based on their crit rating and they have a 30% chance to crit.
Then, something buffs them with +100% chance to crit, their new crit chance is effectively 130%, but that becomes a 30% chance to double-crit for +120% damage with the remaining 70% chance guaranteed to crit for +60% damage.
To be clear, I'm not advocating a reduction in potency, just bringing up a solution I've seen elsewhere that works well. That said, you're right, they'd never go for that option since it'd reintroduce variance, which is something they're actively trying to mitigate.Except then you're reducing the potency of something to make it a guaranteed crit, allegedly to reduce the frustration of performance variance from crits, just to then again allow it to crit. You will have added a step of convolution for... absolutely zero change, save that it'd cause the Crit scale to scale even better (more wildly/quadratically).
Your original proposition is probably more in line with something that would work well given the devs' goals but also for player satisfaction, effectively just increasing crit potency when overcapping but without reintroducing any variance.
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