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Team:
Rank: Officer Main: iArcea Level: 13267 Joined: Fri May 01, 2009 1:39 pm Posts: 1989 Location: Huddersfield, UK |
I'm in an AWC, SD, with a crit chance of 83%
Firing a MagIX doing 3x projectiles, firing approximately 4.7 times a second. That's 14 projectiles hitting / second. Which means 11-12 of those should be critting. Yet my enemy is not on a constant crit, in my opinion, and according to my crit percentage chance it should be. With that amount of crit, my target should have the crit effect all the time. BUG BUG BUG BUG BUG :/ Last edited by Species 8472 on Sun Dec 18, 2011 6:14 pm, edited 1 time in total. |
Sun Dec 18, 2011 5:15 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
There's a set amount of time that must elapse between successful critical hits WITH crit effect. You're still getting your critical hit damage though.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Sun Dec 18, 2011 6:09 pm |
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Team:
Rank: Officer Main: iArcea Level: 13267 Joined: Fri May 01, 2009 1:39 pm Posts: 1989 Location: Huddersfield, UK |
Why is this ?
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Sun Dec 18, 2011 6:17 pm |
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Main: Prommilypicklesomnomnom
Level: 4704 Joined: Sat Sep 24, 2011 9:41 am Posts: 873 |
Species 8472 wrote: Why is this ? To mindfuck you. Nah, I'l presume its to stop people warping permanently from a cheaply augged ship, same with engines, regen, etc. |
Sun Dec 18, 2011 6:19 pm |
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over 9000!
Team:
Rank: Councilor Main: Churchill Level: 5620 Joined: Sat Dec 09, 2006 10:36 pm Posts: 11706 |
What enk said.
4 Conclusion augged Vulture gets 100% crit chance at 200 speed. Or 0 speed as a sniper. Add a PD for anti-warp ability, a pulse gun for anti-thrust, and a mass driver for spinning you around. Not to mention the fact the Vulture is going to have 100k shields. Now attach an engineer or a base to the picture. The guy in the Vulture can now say that the Vulture caused the death of the T21 ship. And the sad part is that it'd be true. Zephyr attacked Mad+ a long time ago just for fun. They went around on level 2k SD's poking us with MercMags and Jijis. Our highest levels were Beel, DP, Rick, and myself. Ofc I got picked on while the rest were offline at the time. IF it were not for the cooldown, I, and the rest of the team that got caught, would've been heavily camped by Zephyr. They used the Mags to immobilize us, and the Jijis to beat our ships into ancient spirit form. Then Kennedy shut them all up with demotions _________________ Salt Assault drew this conclusion from the latest devblog. [img]http://oi62.tinypic.com/33208ex.jpg[/img] |
Sun Dec 18, 2011 11:24 pm |
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Team:
Rank: Officer Main: iArcea Level: 13267 Joined: Fri May 01, 2009 1:39 pm Posts: 1989 Location: Huddersfield, UK |
If you're going to bother putting a crit aug on your ship then it should have some effect.
Lower the class skills for crit then ;D And add a skill to reduce effects of crit :3 |
Mon Dec 19, 2011 6:18 am |
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Team:
Rank: Officer Main: Discharge Level: 2691 Joined: Tue Dec 22, 2009 7:28 am Posts: 1922 |
Species 8472 wrote: If you're going to bother putting a crit aug on your ship then it should have some effect. Lower the class skills for crit then ;D And add a skill to reduce effects of crit :3 There is a skill to reduce critical hit effects. It is called critical hit resistance, and many capital ships have it, and engineers have it. |
Mon Dec 19, 2011 7:37 am |
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Team:
Rank: Main: goett Level: 2156 Joined: Mon Mar 16, 2009 1:36 pm Posts: 1832 |
anilv wrote: There's a set amount of time that must elapse between successful critical hits WITH crit effect. You're still getting your critical hit damage though. prolly good thing. |
Mon Dec 19, 2011 8:14 am |
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Team:
Rank: Main: goett Level: 2156 Joined: Mon Mar 16, 2009 1:36 pm Posts: 1832 |
anilv wrote: There's a set amount of time that must elapse between successful critical hits WITH crit effect. You're still getting your critical hit damage though. prolly good thing. |
Mon Dec 19, 2011 8:14 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Species 8472 wrote: If you're going to bother putting a crit aug on your ship then it should have some effect. Lower the class skills for crit then ;D And add a skill to reduce effects of crit :3 +50% damage isn't an effect? _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Dec 19, 2011 11:05 am |
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Team:
Rank: Main: goett Level: 2156 Joined: Mon Mar 16, 2009 1:36 pm Posts: 1832 |
personally i always thought should be a crit hit resist aug since the effects can often be more devastating than dps.
i'm saying this more about sniper and sd. seer would not like this but whatever, i've rarely pvp'd seers. |
Mon Dec 19, 2011 11:08 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Crit Hit Resistance is the only inbuilt that is not found on any augmenter (not counting inertial dampening). I'm not sure why this is.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Mon Dec 19, 2011 11:12 am |
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Main: KC trades
Level: 5 Joined: Tue Apr 07, 2009 4:44 am Posts: 773 |
as far as i know critical dmg and crit effect has nothing to do with each other. but i wont mind a admin statement on that.
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Mon Dec 19, 2011 1:28 pm |
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Team:
Rank: Main: goett Level: 2156 Joined: Mon Mar 16, 2009 1:36 pm Posts: 1832 |
Once crit effect kicks in you are immune from further similar effect til it wears off. But crit dmg can still occur.
Ie 0s crit hit energy... Engines cut, dmg +50% 1s crit hit energy... Dmg +50%, no renewed crit effect 1.9s crit hit ditto... 2.1s crit hit energy... Same as 0s hit I'd love to see dmg specific "diffuser" specifically against crit effect or maybe combo effect n dmg but dmg type specific only. |
Mon Dec 19, 2011 1:40 pm |
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