Crit Damage


JLane

 

Posted

Was thinkin of makin a scrapper again (its been years) but when I was looking at the detailed info on some of the power I noticed it said a 5% chance fore double damage(Crit) Only on minions/underlings. Thinkin it was maybe the set I double checked and found near all powers said "Only on minions/underlings". But the Scrapper inheret power said that the chance for crit goes up as the enemy rank goes up, conflicting the information in the detailed info. I know crits worked on more than minions back in my old scrapper days, but did the crit inheret power get changed or something ?


 

Posted

Minions and Below: 5% Chance
LTs and Above: 10% Chance

A few powers specifically state that they have their own crit chance (Typically 15%).


 

Posted

Quote:
Originally Posted by JLane View Post
Minions and Below: 5% Chance
LTs and Above: 10% Chance

A few powers specifically state that they have their own crit chance (Typically 15%).
Huh.

I was just randomly poking about, and reading this thread a dim bulb flickered to feeble life in my head.

The randomness of crits have never really pleased me. If a minion has a sliver of life, do I care that I just critted it? Yes, it hits hard, but often you wind up wasting damage on a defeated critter.

How to address this?

Well, how about this: If a target mob is 50 percent or more health when the attack cycles, the scrappers chance to crit for that attack is multiplied by 2. (Up to say 95 percent.) If the target mob is 49.9 percent or less health, the crit change is multiplied by zero. Or a very small number if that works better.

Now, this means that the OVERALL number of criticals does not change. But it should greatly increase the chance that more criticals will fire when you WANT them, on fresh baddies, with little to no 'blowthrough.'

If desired, you can change the numbers based on mob type: Minions and Lts, 50 percent health cutoff, double chance above cutoff. Bosses and EB's could get maybe a 25 percent health cutoff, times 1.75 above cutoff (or whatever the math works out to keep the overall damage flat.) AV's and GM's could remain unchanged, near-death crits are much less of an issue with that many hitpoints..



This mechanism is actually already in place, now that I think about it, with Scourge.

Should be easy, and would please me mightily.

Ok, random thought over, carry on.