The Scapper Inherent: Criticals?


ArchGemini

 

Posted

Can anyone direct me or tell me precisely how this works? What the formulae for the chances of it going off? I assume that either it fires or it doesn't, and if it does you get 2x damage?

Thanks.


For Great Justice!

 

Posted

Go into the power info screen. You'll see several damage effects that are percentile based. That's your chance of crit damage going off.


I'll always be a "Champion" at heart. My server away from home.

"When the people fear their government, there is tyranny; when the government fears the people, there is liberty." - Thomas Jefferson

"With great moustache comes great responsibility" - Zee Captain

 

Posted

Critical Hit

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The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.


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"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

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Critical Hit

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The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.


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In addition:
There are a few attacks that have a greater chance to critical. I'd have to hunt around to see which ones they are, but off the top of my head I think the list is: headsplitter, evicerate, sweeping strikes, golden dragonfly, and eagles claw. These all have 15% critical chance to all targets.

Generally, a critical hit means the attack hits for double damage. That double damage is double the actual damage done meaning it's affected by enhancements and damage buffs the same as the regular damage.

The exception to that rule are the "ticks" of Damage over time (DoTs) from fire and spines. Those extra ticks are generally not doubled when you critical. Incinerate and Midnight Grasp, however are DoTs that do have thier full damage applied to the critical hit damage.

Also... procs are not doubled when you critical, nor do they have an extra chance of activating.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Thanks for the info. It's too bad that only some of the Scrapper primaries get an attack with an increased chance of critical.


For Great Justice!

 

Posted

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Thanks for the info. It's too bad that only some of the Scrapper primaries get an attack with an increased chance of critical.

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There is a reason for this. Some sets are much faster than others, so to somewhat normalize damage, some of the slower heavy-hitters get added crit chance.


 

Posted

It would be nice if they bumped up that % by another 5 or so. 10% for minions, 15 for LTs/Bosses. I just say that because if my frelling Stalker can have almost a 1 in 4 or even 1 in 3 chance of critting on ANY normal attack because some of the team is near me, its pretty awesome. If the "crit hit" is the Scrapper inherent, I wouldnt mind seeing it tweaked just a bit more. I love scrappers, dont get me wrong, but a Brute on a roll feels a bit more damaging than a Scrapper on a roll, but thats me.


 

Posted

Can I be the first to say that scrappers are the last AT to need a buff..? :P


QR

Weatherby_Goode - "Heck, Carrion Creepers negates the knockdown from Carrion Creepers."

 

Posted

What is with all the inherent bashing lately. The only one I can say that is justified to bash is the defender inherent.


 

Posted

Pesonally I'm STILL annoyed that stalkers got scrapper's inherent and scrappers didn't get squat in return.

It's like giving blasters Scourge on top of defiance. Not only do stalkers have a guaranteed crit if they are hidden, but they can crit at any time like a scrapper, and their chances of it happening increases the larger their team is.

That pretty much means scrappers have the only inherent that isn't unique to them, and it was given to another AT in a better form.

That bugs me.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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What is with all the inherent bashing lately. The only one I can say that is justified to bash is the defender inherent.

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I was thinking the same thing. I had just read the gauntlet thread yesterday.
The stalker thing was done due to fact that stalkers pretty much had no roll on a team. Even less when Veats came out who where able to do pretty much the same thing and add buffs to the team. At the same time, I think another buff should have been given other then criticals. Then again, I'm sure some brute players said the same thing about blasters.
Hmm... What if the crit chance raised as the target's health dropped? But that would piss some corr players off. Oh well.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I'm not annoyed that stalkers got the scrapper inherent. That alone I'd be okay with.

I'm annoyed that stalkers got a better version of the scrapper inherent.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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I'm not annoyed that stalkers got the scrapper inherent. That alone I'd be okay with.

I'm annoyed that stalkers got a better version of the scrapper inherent.

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I don't see it as better. They have to be on a team for it to work. Just like HEATs.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I was two when I first saw the Stalker inherent I was playing my stalker. I thought some dom or corr was hiding around the corner fearing enemies... then I looked at the inherent and thought "That's better then scrappers!?"


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

Posted

And scrapper's chance to crit never increases in ANY situation, teamed or not.

The stalker crit is more effective on teams because it fires more often.

The scrapper chance to crit stays exactly the same.

How is "More effective in some situations" -NOT- better than "Stays exactly the same ALL the time"?


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]
[ QUOTE ]
I'm not annoyed that stalkers got the scrapper inherent. That alone I'd be okay with.

I'm annoyed that stalkers got a better version of the scrapper inherent.

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I don't see it as better. They have to be on a team for it to work. Just like HEATs.

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You do realize that it is always at 10% and has a fear effect when it happens?


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

Posted

The fear effect is only on the AS, and it's a 25% chance. As far as I know normal attacks do not get this benefit.

What I was saying is stalkers have the ability to guarantee a critical hit by being in Hide when they strike AND the ability to crit while NOT in Hide, the percentage for which increases slightly while on a team.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Rieze, that is actually incorrect. Stalkers have a 10% chance to crit when playing solo. 3% is then added for every team member within 30 (?) yards.

This means that a stalker can cap out at 31% chance to crit if every member of the team is within 30 yards of you.

Honestly, after playing both a bit, I think the balance is fine. My stalker feels so much squishier than my scrapper. They also miss out on some very nice powers by having assassin's strike, build up, and hide no matter what power combination you choose. Personally, I enjoy follow up way more than build up, but that is just me.

But, as they say, the grass is always greener on the other side.


 

Posted

Like I said, I have no problem with stalkers critting outside of Hide, that change was needed, and I agree with it.

The 3% added per team member within a certain range is what annoys me. They gave stalkers an ability that was supposed to be unique to scrappers and made it better for them, while leaving the scrapper version unchanged.

THAT is my gripe.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

The fear is part of their AS. I'm not including that. I'm talking about the crit chance out of hide. As a whole, I think theirs is better. As far as the crit chance go, I feel its just different. Sure, it raises when team members are in range. A PB can do more dmg then a blaster when it is on a team full of defenders or tanks. Can take more hits then a tank when on a team full of blasters and scrappers. Are they better then tanks and blasters now because of the situation they can be in? I would rather a steady crit over a situational one. At the same time, I wouldn't mind a little change in it as I said in an earlier post.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

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Rieze, that is actually incorrect. Stalkers have a 10% chance to crit when playing solo. 3% is then added for every team member within 30 (?) yards.

This means that a stalker can cap out at 31% chance to crit if every member of the team is within 30 yards of you.

Honestly, after playing both a bit, I think the balance is fine. My stalker feels so much squishier than my scrapper. They also miss out on some very nice powers by having assassin's strike, build up, and hide no matter what power combination you choose. Personally, I enjoy follow up way more than build up, but that is just me.

But, as they say, the grass is always greener on the other side.

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10% solo? I never noticed that. I need to play my stalkers more.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Aren't Stalker's melee damage modifier 0.9 versus 1.125 for Scrappers? Not sure if that evens it out in the end, but in my mind when Scrappers crit it means something. Stalker's crits are "Ooooh, you kicked me in the shins...twice."


 

Posted

It got buffed to 1.0 when they added everything else.

My DM/Nin stalker routinely 3 shots bosses. BU-AS-Placate-MG-SL = dead boss, almost guaranteed.

Scrappers have to hit a boss a few more times than that.

All I want is for scrappers to get the teaming critical bonus too. If that happens my only complaint about the 2 ATs disappears.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

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I'm not annoyed that stalkers got the scrapper inherent. That alone I'd be okay with.

I'm annoyed that stalkers got a better version of the scrapper inherent.

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I don't see it as better. They have to be on a team for it to work. Just like HEATs.

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It is. They get the base 10% chance to critical even when solo (and, although it tends not to matter on minions, this is double the critical chance for Scrappers out of the box). Add the controlled criticals, the increased chance on sleeping or held PCs, and the increased chance on a bigger team and I would say they have a lot better inherent.


11 months of all-nighters, messy feeding sessions, bath fighting and realizing just how good my son's lungs work, and I am still convinced he is the crowning accomplishment in my life. What in the blue HFIL is wrong with me?

 

Posted

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It got buffed to 1.0 when they added everything else.

My DM/Nin stalker routinely 3 shots bosses. BU-AS-Placate-MG-SL = dead boss, almost guaranteed.

Scrappers have to hit a boss a few more times than that.

All I want is for scrappers to get the teaming critical bonus too. If that happens my only complaint about the 2 ATs disappears.

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Agreed. A copy-paste of the inherent between the two outside of Hide would be nice. For their controlled criticals and stealthing ability Stalkers are a little squishier.


11 months of all-nighters, messy feeding sessions, bath fighting and realizing just how good my son's lungs work, and I am still convinced he is the crowning accomplishment in my life. What in the blue HFIL is wrong with me?