Its bad to make it a job thing that a diffirent stat is demanded. Its just a lazy way to have both of them usefull.
The current real problem however is the way these 2 stats stack, making it prefered to stack one to the extreme. An issue that also caused diablo3's damage values to become absurd with the proper gear (average gear vs perfect gear was a diffirence of several magnitudes, as in like dealing damage to the power of 2 compared to the average gear), its unhealthy to let numbers scale like this. It creates undesired power creep.
And this is where i think splitting the stats is better. Crit could still involve chance and damage both here, but DH should just be straight up crit damage. If we then make crit splitted into 2 substats per point, we can balance things further:
Lets say we use a calculation to which crit chance will near the 100% at a slower and slower pace. While making damage just scale linear.
This could mean that at 1000 points, crit chance is 10%, while at 2000 its 19% (each 1000 points grants 10% of the missing portion). Even if we then have 10000 points. Its just a case of 65.1%(0.9^10=0,349). It doesnt benefit from dumping endless points in anymore. And we can obviously scale that 0.9 value per expansion (so ARR could have been 0.5, HW 0.66 etc).
Crit vs DH can be a diffirence in which crit points count as 1. and DH as 1.5. Making DH prefered for raw damage.
It then gets to a point where you want to balance the values as much as possible. Which is a lot harder to calculate. And yes, im already going to assume online calculators will suggest which materia becomes best to meld for max damage. But for this we can still apply additional effects: the crit % is hidden, and has several stacks possible here. So an ability could be a single crit, double crit or triple crit. This makes it a lot harder to figure out the exact formula and values tied to each expansion. At that point those calculators are most likely going to be disrupted enough.



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