[BUG] Some documentation for Skill Critical DMG Bug
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Some other example:
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Yes i also tested it,and critical dont work.I got the same dmg whit critical !
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unforgiven wrote:
The damage calculation has also been changed in PvP
Instead of simply being 2x the damage, the weapon and weapon grade will influence the outcome of the critical hit (critical hit damage in PvP was reduced by 40-60%)
We really need to know how exactly does this work since most of us have 90 to 105 weapons not less than +9 and still can't see the benefits of having critics
It must be a bug because we should have at least +30% more damage on each critical hit, which we don't.
The post was edited 1 time, last by Calm ().
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I dont know why they keep trying to change the things that dont need a change
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Shocking.
If they want to reduce damage they should rely on other sources. Like pets, costumes and all that stupid stuff that make everything so unbalanced in pvp. -
@unforgiven - Do you have any new information about this problem?
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Priore wrote:
Shocking.
If they want to reduce damage they should rely on other sources. Like pets, costumes and all that stupid stuff that make everything so unbalanced in pvp.
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You are welcome.
unforgiven wrote:
Regarding the Critical Hit damage in PvP, what you see is correct. In the Thread where I wrote the changes it says that the damage was reduced by 40 to 60%.
40-60% of the total damage? Is it not the critical part of your DMG? Now I understand.
I thought you were talking about:
DMG without Crit = 7330
DMG with Crit (max value) = 7330+7330*0.6 = 11728
DMG with Crit (min value) = 7330+7330*0.4 = 10262
(Old DMG without Crit = 7330
Old DMG with Crit = 7330*2 = 14660)
It all made sense at the time...
If "the damage was reduced by 40 to 60%" (the damage understood as the total damage), then:
DMG without Crit = 7330
Current DMG with Crit (max value) = 14660*0.6 = 8796
Current DMG with Crit (min value) = 14660*0.4 = 5864
Just to make sure. So doesn't that mean that the DMG with Crit may be less than the DMG without Crit - depending on your weapon attack value (the exact value, not the lowest possible value of your skill)? Is it only the lowest possible value of your skill (depending on your weapon - when you use it)?The post was edited 7 times, last by zoNE ().
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Display Spoiler Não acredito no que estás a dizer... estou perplexo, se a formula considera "o crítico" = "2(dano)" então devia ser "o crítico" = "1.4~1.6(dano)" porque tas a dizer no tópico das alterações que vai sofrer uma redução de 40 a 60% de "o dano critico" nunca na vida "o crítico" vai ser menor que o "dano", a realidade da alteração é outra porque ai estás a dizer que "o valor dano foi reduzido de 40 a 60% mas está a ser contabilizado a totalidade do valor e não como "critico = 2 vezes a totalidade" pelo que por sua vez estás a reduzir em metade as percentagens reais e induzir em erro toda a gente no tópico das alterações com uma interpretação errada de palavras quando a percentagem real vai uma redução de 80 a 120% do valor do dano crítico em relação aos servidores oficiais. Pelos vistos eu pensei o mesmo que o autor do tópico.
That makes no sense, so if ou make the critic you can even make less damage than without critic.
I think that everyone is thinking that those -40% to -60% is about the critic damage = (200%), the total damage = 200% that you sayng is just neutralizing completely the critics. And i thought that it was just bugged... like everyone aparently.
Normal damage = 100%
Critic Damage = 200%
Should be -40~60% from the 200% giving it a critic damage from 140~160% and a normal damage from 100%.
In the tread everyone read that the critic damage was reduced by -40~60%, i repeat the critic damage and you are considering it a total damage.
So right there it's:
Normal Damage = 50%
Critic Damage = 100%
Critic Damage 100% and less -40~60% so only makes a diference from +10% to a stupid less -10% diference from the normal damage.
100% - 40% = 60% Critic damage, but 50% is the normal damage so you take +10% than normal.
100% - 60% = 40% Critic damage, but 50% is the normal damage so you take -10% than normal.
taking in count that before a critical damage was the double than the normal damage:
This makes actually a real reduction from less -80% to -120% from the critic damage before on live servers making it even lower than without crit damage... that is just absurd and unlogic, nobody will invest on that bonus anymore on pvp ridiculous...
Edit: @zoNE if you see in the -50,83% on the table the Critic makes 137 less damage than the normal damage.The post was edited 2 times, last by hugoW ().
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There is no bug here, New critical skill sucks! And more disadvantaged will be warriors (more players are warrior actually)
The game will not be the same... I assure it
Lots of people stop playing, If implemented
No more to say, a pity
Just look this image: this is not a viable solution, reduce the "break magic"
board.beta.metin2.gameforge.co…tdamage-pvp-20170930-png/ -
I used zoNE's values to explain how the reduction is calculated. The New Crit should not always be the same number, it was just like that because I didn't have the exact values from the previous example. With this:
- You always deal more damage than the base damage
- This was done so that PvP battles would be longer
- Damage is calculated depending on your weapon damage and its upgrade level. -
unforgiven wrote:
I used zoNE's values to explain how the reduction is calculated. The New Crit should not always be the same number, it was just like that because I didn't have the exact values from the previous example. With this:
- You always deal more damage than the base damage
- This was done so that PvP battles would be longer
- Damage is calculated depending on your weapon damage and its upgrade level.
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@unforgiven - Thank you for your answer.
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If GF team want PvP longers were in 2013 - 2014 or before best years of the game definitely, then criticals were double damage as it always was, they are good and give meaning to PvP.
As the game is now, the PvP will still be short for more that "reduce skill critics" to 0% if you like critic to -50% or miss Dmg does not matter because is not the problem here due in wars nobody takes 15% defense against everything, accessories against everything... it not possible and pvp will be short and pvp will be short anyway, no one will be immortal that's clear.
Sorry it isnt my post but Beta is to suggest ideas. I am PvP player since more of 9 years of the few there survive, currently players are mostly PvM and the game is getting closer and closer to that. Simple reason pvp ********
One BIGgest problem of the game was the magic breaks:
>The classes that were not favored by this bonus were annoyed, something normal.
>The classes favored by this bonus were good impression at first, at the same time they ended up getting bored of abusing the weak and helpless.
So this ************************* bonus should never have been greater than 25% best solution of ever is to put a limit to things.
The limitation of critical skill was already implemented. How? For example if you have 100% critical bonus or 150% critical or 200% critical or 2000000% critical your skills will not always be critical, they leave in 60 - 70% of the time as maximum, I do not know exactly but we know it is true and knowing that critic skill is random gives interest to game pvp talking.
Use and try magic lollipop, 25% stone in weapon plus armor, and pet with berseker and breaks-magic will up to 62%. Then try 1.1 any other class then talk about balance PvP, the magic breaks have no well-defined limits, this cause umbalance PvP.
Humble opinion sorry, Beta now is closed and the subject really worries and all of guild of active players of my server. RegardsThe post was edited 1 time, last by warrior ().
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warrior wrote:
If GF team want PvP longers were in 2013 - 2014 or before best years of the game definitely, then criticals were double damage as it always was, they are good and give meaning to PvP.
As the game is now, the PvP will still be short for more that "reduce skill critics" to 0% if you like critic to -50% or miss Dmg does not matter because is not the problem here due in wars nobody takes 15% defense against everything, accessories against everything... it not possible and pvp will be short and pvp will be short anyway, no one will be immortal that's clear.
Sorry it isnt my post but Beta is to suggest ideas. I am PvP player since more of 9 years of the few there survive, currently players are mostly PvM and the game is getting closer and closer to that. Simple reason pvp ********
One BIGgest problem of the game was the magic breaks:
>The classes that were not favored by this bonus were annoyed, something normal.
>The classes favored by this bonus were good impression at first, at the same time they ended up getting bored of abusing the weak and helpless.
So this ************************* bonus should never have been greater than 25% best solution of ever is to put a limit to things.
The limitation of critical skill was already implemented. How? For example if you have 100% critical bonus or 150% critical or 200% critical or 2000000% critical your skills will not always be critical, they leave in 60 - 70% of the time as maximum, I do not know exactly but we know it is true and knowing that critic skill is random gives interest to game pvp talking.
Use and try magic lollipop, 25% stone in weapon plus armor, and pet with berseker and breaks-magic will up to 62%. Then try 1.1 any other class then talk about balance PvP, the magic breaks have no well-defined limits, this cause umbalance PvP.
Humble opinion sorry, Beta now is closed and the subject really worries and all of guild of active players of my server. Regards
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No one wants this update, why do it?
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