Fixing the the crit nerf problem
I've posted this idea before in a couple of different threads about the llts nerf. I just think FC is making it too difficult for themselves. Here is what I propose. Bear with me, I am not a programmer so I am not sure it can be done this way, but I hope so.
The reason for the whole discussion about crits is that Funcom thinks people crit too often. It's not a question of balance or anything else, so we should try to keep the balance intact.
I assume that crit chance has a virtual value for programming purposes that isn't zero. If this is not so, then I assume that it can be coded without too much trouble.
Let's say that this virtual value is 1. Thus for a person with no buffs or crit increase items the value would be 1.03, because everyone has a crit chance of 3 percent to start with. This value can be modified with lots of buffs and items at present.
Why not change the virtual value on general crit chance to 0.5. This would solve the whole problem. A LLTS would be just as valueable, nobody would get nerfed and everyone would crit less just like FC wants. This would of course affect mobs as well as players, and so would be fair to all.
I hope you guys understand, and if you don't, just ask me and I'll try to be more clear.
Can this be done or am I just showing off my ignorance as far as programming is concerned?
Jayhawk
Re: Fixing the the crit nerf problem
Quote:
Originally posted by Jayhawk
I assume that crit chance has a virtual value for programming purposes that isn't zero. If this is not so, then I assume that it can be coded without too much trouble.
You know how that old saying goes..."When you assume, you make an ass out of u and me. Building an argument off of your perception of how AO is coded is not a good idea, just because no one outside FC really knows WTF AO is doing. It's even possible that making any change to crit calculations would take so much work that a whole patch would need to be dedicated to it. We just don't know.
Now as to your suggestion, I'm not sure what you're getting at. Do you suggest an across the board decrease in critical chances, in effect a negative CriticalIncrease mod on every character?