Smuggler Archive
Thread: Is the Critical Chance Slice Worth it?
C-Bone_RE wrote:
Taln2 wrote:
When it works, it adds +20% (1.2x modifier) to the attack that procs it. That can be major especially with heavy DD attacks, like those from carbines or rifles. And a 10% proc rate is not too shabby.
Bottom line, a capped weapon will get a nice bonus from +CS when it works.
If this is true a lvl 3 slice of critical hit is equivalent to a 2% damage increase over time. If you go with a damage 3 slice, speed 1 and crit 1 you end up with damage increase of 8.6% of damage over time plus the 2% speed decrease. Overall it looks like crap to me.Also if you slice a lvl 3 crtical, the weapon is fully customized.Message Edited by C-Bone_RE on 08-01-2005 08:38 AM
hehe good call
unless you're dealing with a weapon thats at its speed and dmg caps already
Message Edited by Ipseck on 08-01-2005 10:39 AM
ilep wrote:
is that true that only max damage counts? not the average of max and min?
Hmm, you've given me pause a moment here, but only insofar as ranged shot goes (attack damage per shot = DPS?). But yes, some shots are totally based on a modifier based on max damage.I believe this is the case with most high levelranged DD shots. I'm not sure about melee, but I'm fairly certain the case is the same there also.
This isn't completely surprising: one of the factors that led to a lot of lag on client and server sides, pre-CU,was the excessive amount of calculations required fora damage roll. When they added up (eg, many people playing in one area), the game got extremely laggy.So this reduction in complexity ispart of an attempt by SOE to make the game work better. It has, but it cost them a good deal of variations insofar as weapons go.
I mean, it's not exactly thrilling to do one shot at an enemy and know it's going to do X damage every time thereafter, no matter what they do (well, unless they suddenly boost defenses, lower your offense,or gain mitigation, but it's still a solid number that's just modified very slightly).
here's what I tried.....
made 2 DH17 pistols, one 151-320 damage, the other (using +30 tissue) 116-319 damage.... so about the same max damage but very different min. If only max damage counted you would expect the damage output to be the same. (the second weapons is faster, but just makes it hit faster, I mean here the damage output per shot, not over time).
Then I went to test them out on lvl 21 lesser plain bols (I'm a CL 23), here's what I get:
1st pistol: ranged shot: 242 damage every time, placed shot: 266 damage, and aimed shot: 291 damage
2nd pistol: ranged shot: 229 damage, placed shot: 251 damage, aimed shot: 274 damage
Less damage with the 2nd pistol, with the same max (well 1 off, but certainly not enough for the difference in damage) and lower min.
Conclusion, max damage doesn't tell the whole story. Min damage is also important.
When+Critical+ finally works:
2 spd weapon, 500 damage per hit, 0% crit, assuming all hit and Action never fails.
200seconds of shots:
1) no slice = 50000
2) 8% dmg increase = 54000
3) 12% speed increase = 56000
4) 10% crit chance = 51000
However... Action might not be able to sustain 112+/- shots per 200 seconds, so speed may be irrelavent.
Best calculator, and one that would be usefull for WS as well as our community, would be one that takes into consideration Action regen and SAC to determine what the best possible ++sustainable++ damage output might be.
Crit slices, on this data alone, come in handy when Dmg is capped, and the player already runs out of Action in prolonged combat (including PUps/food). Based on my experiance, thats an awful lot of us. A possible rule of thumb might be low SAC weapons get speed, high SAC get Crit?
Since we are already going to see a change where we can slice a biolinked weapon, I suggest making sure a client is already familiar with the weapon and their style of play. If the weapon is dmg capped and they are facing Action shortages in prolonged combat, then crit is the answer... if they fix it, of course. As soon as the biolink slicing ability goes live, this will be my reccomendation with all customers.
Message Edited by KaiRan on 08-01-2005 02:09 PM
Fixed earlier reply to use DPS instead of max damage and clarified on my usage of it. Should be clear now.
Wrote all that in haste before, trying to get it in before work.
Message Edited by Taln2 on 08-01-2005 03:02 PM
all i know and have heard that crtical slice doesnt do much if anything...also its a waste of valuable loot items....simple tool kits are plentiful but the others...why waste emn
albundy master smugller
scylla
Taln2 wrote:
3% is the old (TC-pre19) stat. It's at 10% now, which means out of 100 shots,*10* shots will do 20% more damage.
Is this according to the new math? 3%=10%?
Well I didnt learn that in school, but if you say so, it must be true...
QuantumArtist wrote:
Taln2 wrote:
3% is the old (TC-pre19) stat. It's at 10% now, which means out of 100 shots,*10* shots will do 20% more damage.
Is this according to the new math? 3%=10%?
Well I didnt learn that in school, but if you say so, it must be true...
Check again. The 10% refers to a Tier 3 Critical slice. Tier 3 critical slices now endow a weapon with a 10% chance of doing 20% more damage, about a 2% average damage increase.
Yep GM fixed the values before they went live. The original ones posted from TC (which were 1%, 2%, and 3% respectively) are no longer valid.. there should be updated values in a FAQ. Tier 3 CS is 10% chance to proc.