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Critical Rating is Getting Capped!!?


Farleft

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I was told today by a friend that there is going to be a cap for crit percentages when 2.0 goes live. Can anyone tell me if this is true? I haven't seen anything on the forums, though I admit my investigation of the matter wasn't all that dilligent, so I decided I'd just post and ask. I was told that crit % will be hard capped at 25%. If this is true it's ridiculous for several reasons

 

First of all this will completely gimp characters who rely on crit percentages for certain abilities and secondary effects.

 

Secondly this completely would screw over players who purchased and used comms for mainly high critical ratings. My BH for example has a crit chance of a 43.7% with a surge rating of a 77%. Well if Im hard capped at 25% I'm losing almost 20% of my commendations invenstments and my surge rating will be practically useless because I would be crtting half as often. (I want this comms back bioware)!! And my credits!!

 

Third every character will automatically start specializing for power and alacrity which is going to do nothing more than create carbon copies. Having an unlimited crit ceiling allows for people to at least have a small amount of player diversity by concentrating their stats on crit and surge. There are really only four things you can concentrate on power, alacrity, crit and surge, unless your a tank of course. A Crit Cap basically nullifies half of what you can focus on if your anything but a tank though.

 

Finally this is yet another development that will have adverse effects on crafting. Since the cartel market items have appeared, armoremechs, artificers, and synthweavers have been made all but obsolete. I'm not knocking the cartel items, but I do think schematics for cartel items should be available to these professions so that they can maintain some viability (perhaps I'll start a seperate thread on that) However, now this is going to pretty much ruin armstech as well, since the only thing they can really specialize on is making augments that increase crtical chance and surge rating. Yes they can make augment kits but so can the afforementioned professions, which does not make them in anyway exclusive and yes they make guns and barrels, but so what since the guns they craft are no better than any gun that can be purchased from vendors or with comms.

 

I've been trying to wrap my head around why anyone would conceivably want to hard cap crit % and can't think of any reason why. So, if this is true, can someone please explain to me why this would be done? Because I seriously doubt that any reason could possibly outweigh the negatives that I just mentioned.

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While I dont know a lot about how the new crit changes are going to pan out, I will address this part of your post.

Secondly this completely would screw over players who purchased and used comms for mainly high critical ratings. My BH for example has a crit chance of a 43.7% with a surge rating of a 77%. Well if Im hard capped at 25% I'm losing almost 20% of my commendations invenstments and my surge rating will be practically useless because I would be crtting half as often. (I want this comms back bioware)!! And my credits!!

You do realize once 2.0 goes live, your current gear will only be useful for leveling up to 55, and to do any of the new FP's and such you will need level 55 gear?

In other words, what you have now will be useless, regardless of what changes are happening to crit. ;)

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All stat formulas have been readjusted in the current 2.0 build on the PTS, including crit. Complaining that current BiS gear is losing its rating is pointless as new BiS gear is rating 69/71 and provides similar stats to Columi and Rakata gear back in 1.2. This is done to keep the game balanced and prevent the inflation of stats to keep them modest.

 

One side effect of this rebalancing is a lower DR curve for crit peaking in the 20s as opposed to 30/40s. While this does seem to heavily effect certain builds more than others, this post and others like it are a knee-jerk reaction. Biowarr tries to ensure all classes performance are within +/- 5% and this is done via in house testing as well as user data collected on the PTS. Bioware has invited everyone to transfer their characters to the PTS and had provided a method to level to 55 to test these changes.

 

TL;DR: with this expansion all stat values got readjusted and targets have changed. Knee-jerk this feels like a nerf but in practice all classes are still balanced against each other an these changes are not final.

 

Hope this helps clear up some confusion.

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He said he read it on the forums but I haven't seen anything about. I'm hoping he's wrong, but I figured I'd try to find out this way since I havent been able to find anything.

 

I see...well.. you can go to the PTS section wherein a lot of discussion regarding changes/updates for the 2.0

 

try this one http://www.swtor.com/community/forumdisplay.php?f=308 :)

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All stat formulas have been readjusted in the current 2.0 build on the PTS, including crit. Complaining that current BiS gear is losing its rating is pointless as new BiS gear is rating 69/71 and provides similar stats to Columi and Rakata gear back in 1.2. This is done to keep the game balanced and prevent the inflation of stats to keep them modest.

 

One side effect of this rebalancing is a lower DR curve for crit peaking in the 20s as opposed to 30/40s. While this does seem to heavily effect certain builds more than others, this post and others like it are a knee-jerk reaction. Biowarr tries to ensure all classes performance are within +/- 5% and this is done via in house testing as well as user data collected on the PTS. Bioware has invited everyone to transfer their characters to the PTS and had provided a method to level to 55 to test these changes.

 

TL;DR: with this expansion all stat values got readjusted and targets have changed. Knee-jerk this feels like a nerf but in practice all classes are still balanced against each other an these changes are not final.

 

Hope this helps clear up some confusion.

 

Cool. Thanks for this. I will only add that there is no hard cap on crit. But as mentioned, there are diminishing returns. So... OP you can continue to stack crit in 2.0 beyond optimal but you aren't doing yourself any favors. You mentioned you have a toon at 43% now? Well, you aren't doing yourself any favors right now.

Edited by Rafaman
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Cool. Thanks for this. I will only add that there is no hard cap on crit. But as mentioned, there are diminishing returns. So... OP you can continue to stack crit in 2.0 beyond optimal but you aren't doing yourself any favors. You mentioned you have a toon at 43% now? Well, you aren't doing yourself any favors right now.

 

Yeah, Im aware of that, which was my concern to begin with. As I undersatnd it there is basicaslly a current sdoftcap around 40-45% (that includes the 5% agent/smuggler bonus) and that will be reduced to somewhere around 25% come April. I have basically invested as much in crit at present as can be invested without suffering diminishing returns as you mentioned, but my point is that I will be far less inclined to invest in Crit% when it's soft capped at about 25%. Granted I have no idea how difficult it is going to be to reach that 25% zenith or how much I'd have to invest to get say 15%, but when the numbers are that low, why bother investing anything at all into crit and by association surge. If I'm at 15% with minimal effort why should I bend over backwards to increase that to say 20% or make a serious extension to 25%? Will there be diminishing retunrns on base and bonus damage as well?

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Yeah, Im aware of that, which was my concern to begin with. As I undersatnd it there is basicaslly a current sdoftcap around 40-45% (that includes the 5% agent/smuggler bonus) and that will be reduced to somewhere around 25% come April. I have basically invested as much in crit at present as can be invested without suffering diminishing returns as you mentioned, but my point is that I will be far less inclined to invest in Crit% when it's soft capped at about 25%. Granted I have no idea how difficult it is going to be to reach that 25% zenith or how much I'd have to invest to get say 15%, but when the numbers are that low, why bother investing anything at all into crit and by association surge. If I'm at 15% with minimal effort why should I bend over backwards to increase that to say 20% or make a serious extension to 25%? Will there be diminishing retunrns on base and bonus damage as well?

 

Remember Diminishing Returns are just that, it isn't a null point but the point at which value per points starts making other stats much more useful/valuable. You ask why get 20% instead of 15% under the new rebalancing? Because you have not hit the point of reduced value on the DR curve, and thus are still getting good value for each point of crit.

 

That said, Diminishing returns values right now are weighting crit at 35% sans buff 40% with smuggler buff, not the 40-45, so in reality right now you are probably over-weighting crit at the expense of power.

 

 

The one place where this rebalancing is showing a significant impact is classes with autocrit abilities, which is why for example the hybrid PT/Vanguard is performing so well on PTS right now, High Impct bolt autocrits

Edited by paul_preib
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they capped crit from main stat to 20, but the cap from crit rating is still 30... but everything is scaled so 72 gear is the new rakata.... or maybe a little less than rakata in terms of surge, accuracy, crit, but much higher main stat and power. Edited by dipstik
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Diminishing returns on stats should be the norm anyway IMO. So I personally am glad to see them addressing this.

 

Being able to "extreme bend" any stat is bad game design. Why? because clever people figure it out (which is fine on it's own), BUT when balance or class adjustments come in a later patch that breaks someone "extreme bend" in a stat.... they get all rage enabled about it, threaten to quit, demand refunds from Bioware on mods, want free sub time for wasted play time, etc. etc.

 

Diminishing returns (and I say publish them so they are well understood) are drama inhibitors in the general player base.

Edited by Andryah
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there's already a cap for crit; it's just completely unobtainable ingame with the current stat budget.

 

 

yes, they lowered the progression of crit by mainstat and crit rating. they did the same for all secondary stats (except power for some reason).

 

so, yes, crit will be lower. no, it's not 'getting capped' because there's already an unobtainable cap for it (though i think you're using cap differently than it means), and also, no, the world isn't ending (yet).

Edited by oaceen
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Diminishing returns on stats should be the norm anyway IMO. So I personally am glad to see them addressing this.

 

Being able to "extreme bend" any stat is bad game design. Why? because clever people figure it out (which is fine on it's own), BUT when balance or class adjustments come in a later patch that breaks someone "extreme bend" in a stat.... they get all rage enabled about it, threaten to quit, demand refunds from Bioware on mods, want free sub time for wasted play time, etc. etc.

 

Diminishing returns (and I say publish them so they are well understood) are drama inhibitors in the general player base.

 

Your never going to get rid of min maxers despite whatever efforts you make. That being said I fail to understand how lowering the returns on certain stats such as crit % creates a more even game play, but I very well could be wrong. Regardless I and I'm sure alot of people who coveted their crit chance are going to go straight power now. I just can't see putting mods in equipment for minimal gains when I can put different mods in for more substantial gains. Anyone who focuses on their crit chance is sacrificing damage output for the opportunity to cause more damage on a random basis. If that random chance is diminished why bother?

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It will lengthen TTK and decrease some of the stupid high burst. This is a good thing. My main's a gunslinger and has around 38-40% crit depending on the way I stack stuff, and some talents push it even higher. It feels like non-crits are now a "gimp" shot, instead of the crit feeling like an extra big "critical hit".

 

 

I'm all for it, but not if it means that now EVERYBODY has 25% crit. Because that's dumb, some classes should be able to crit more often depending on their talents and spec.

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It will lengthen TTK and decrease some of the stupid high burst. This is a good thing. My main's a gunslinger and has around 38-40% crit depending on the way I stack stuff, and some talents push it even higher. It feels like non-crits are now a "gimp" shot, instead of the crit feeling like an extra big "critical hit".

 

 

I'm all for it, but not if it means that now EVERYBODY has 25% crit. Because that's dumb, some classes should be able to crit more often depending on their talents and spec.

 

And they will be able to crit "more" but again DR, your class and you playing style will dictate whether less is more if you get what I mean.

 

Either way, it seems to me with the improvement of alacrity the balancing will change naturally anyway for most. Yes... even for those who generally don't stack alacrity at all. Why? Because if I can manage more instant attacks over time and I have a proc that gives me alacrity even if I don't stack it (Zen), then a lack of crit can be offset.

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I want to know a little bit more about the stat curve - in other words - the actual crit rating # we have now, not the %, how will that be affected?

 

Will the rating # that is now achieving 40% crit be translated directly to 25% crit? Or will we be able to put those crit rating stat points into something else like power or endurance? If it takes 250 rating to get 40% crit, will it still take 250 rating to get 25% crit? Or since right now it takes maybe 150 rating to get 25% crit, will it stay that way with a hard cap to the percentage (with added points being useless) so that we could yank those extra crit rating points for other stats?

 

If that makes sense...calling math geeks! Somebody please asplain what I'm thinking.

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Devs really screwed the pooch on this one. If they haven't reinstated the old crit cap I think they should ...

 

BW back to the drawing board, you did something else that is gonna piss alot of players off when they buy this update? Or x-pac, not sure what they are calling it now, all I know is that they want you to shell out money for it again.

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Diminishing returns on stats should be the norm anyway IMO. So I personally am glad to see them addressing this.

 

Being able to "extreme bend" any stat is bad game design. Why? because clever people figure it out (which is fine on it's own), BUT when balance or class adjustments come in a later patch that breaks someone "extreme bend" in a stat.... they get all rage enabled about it, threaten to quit, demand refunds from Bioware on mods, want free sub time for wasted play time, etc. etc.

 

Diminishing returns (and I say publish them so they are well understood) are drama inhibitors in the general player base.

 

There already is DR that start at 35 percent, so why do they need to lower it even more, this is really hurting a few Crit dependant classes, I can see somebody that doesn't know what they are talking about and how negatively this will effect the game, being excited over it.

 

You are talking as if the devs are addressing an issue, there is no issue, they are just screwing up some classes even more, which is only gonna result in people either re-rolling to a FOTM toon, or simply quitting the game entirely.

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All stat formulas have been readjusted in the current 2.0 build on the PTS, including crit. Complaining that current BiS gear is losing its rating is pointless as new BiS gear is rating 69/71 and provides similar stats to Columi and Rakata gear back in 1.2. This is done to keep the game balanced and prevent the inflation of stats to keep them modest.

 

One side effect of this rebalancing is a lower DR curve for crit peaking in the 20s as opposed to 30/40s. While this does seem to heavily effect certain builds more than others, this post and others like it are a knee-jerk reaction. Biowarr tries to ensure all classes performance are within +/- 5% and this is done via in house testing as well as user data collected on the PTS. Bioware has invited everyone to transfer their characters to the PTS and had provided a method to level to 55 to test these changes.

 

TL;DR: with this expansion all stat values got readjusted and targets have changed. Knee-jerk this feels like a nerf but in practice all classes are still balanced against each other an these changes are not final.

 

Hope this helps clear up some confusion.

 

You know that there is a difference between fighting actuall bosses and mobs than fighting a dummy target?

I don't care about in house dummy charts. In the real match or instance it wont be a dummy standing still letting you hit it as much as you want.

Certain classes like melee are gonna have a harder time and become even more useless. RIght now I have to chase down players, and alot of times the crits aren't enough to take them out.. All classes can CC you left and right. Then in a raid your dps is also effected, trying to avoid traps , trying to get close enough to boss to do the most damage, and then having to run away to avoid an aoe or special effect. So those dps charts from test dummys are pretty much an inacurrate method of showing what true dps really is.

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