Just like any other game. Remove DH and split crit into critical damage and critical chance. Much easier to understand than crit hit which affects both it's multiplier and rate, and DH which affects only rate and then the CDH. Not like it matters what they do with stats anyways, you only need to know meld priority + desired GCD and that's as far as stats go in this game.
Now you're left with 2 random variables, and you can fine tune them to make anything balanced. If variance is too high, make critical damage lower and critical chance higher and so on. There is reason why so many games use this simple system, it just works.



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