you just got your nerf 2 days ago and you want another one?
every nerf and patch more people quit New World - Steam Charts
stop killing the game
you just got your nerf 2 days ago and you want another one?
every nerf and patch more people quit New World - Steam Charts
stop killing the game
this isn’t accurate every game has different critical dmg mathematics based on what the game needs/wants to do.
the way you would do it could be worse for invested crit damage builds.
Also its no more powerful than reducing all slashing damage or all elemental damage, in fact those are more of a hard counter than reducing crit damage.
The only way to really nip this in the bud is to nerf the shit out of heavy for DPS and Healers. 75% damage and healing reduction in PvP if you are in heavy weight class. Congratulations, you have all the mitigation you want. You are now an immortal post with a few CC.
No. They way I am doing it is the way its done in almost any other game. In this thread the dev team said it needs more work. No game I have ever played allows crtitcal damage reduction to make a critical weaker than a normal attack. I really cant help it if you dont understand this very basic fuction on games.
The way I would do it would guarentee that a critical NEVER does less than a standard attack. What we have now is worse for any crit damage build.
Even for weapons with a low crit dmg bonus a crit should still do more or equal to a normal hit. Not less. This doesnt feel good to see.
With this current resilience system, you are making headshots, backstabs completly useless. You remove the “reward” for being a skilled player. Its just making the combat more casual.
How about boosting resilience %, but only reducing the extra crit damage.
For example 1000 base damage +1000 extra crit damage. =2000damage
Resilience with 60% protection → 1000+1000*(1-0.6) = 1400 damage
Also resilience percent should be growing negative exponentially like other attributes.
Keep in mind, there are perks that increase your crit damage as well, which would negate the effects of resilience.
Half the perks in the game don’t work as intended though.
No it wouldn’t
Why isn’t it just a flat dmg reduction? If it’s possible make, it only work for damage from other players so the gear won’t compete with PvE gear.
If this reduces incoming damage too much, then lower the reduction percentage to balance it.
Crit reduction is listed as simply reducing all the damage of a critical hit. Seems intentional to stack perks that reduce critical damage causing critical to deal less damage. Sure, it is less than a normal attack, but you still gain things off a critical. Like great axe heals, rapier cooldown reduction, any headahot passive… Criticals are still good, despite the reduced damage. Is it overpowered? Yes, balance in this game is pretty poorly handled.the simple fact of spamming stuns and staggers makes this whole thing pretty pointless. Should they nerf resilient? Yeah, is this unintended? Probably not… I don’t think they really considered it much. Also, if they nerf resilient to just apply to the increased damage, I believe this is going to take it too far the other direction. If you hit for 1000, crit for 1300, and resilient only reduces your crit damage by 100 or so, it means it is a bad perk… but in a new world where the majority of perks are useless, I guess people will defend it saying it is still the best perk… anywho… who cares. Cry more about wasting 50k coins on a crit 600 gs axe that is now reducing your damage in pvp.
The point is that 20-25% resilience should not be enough to 100% neutralize crit damage.
It should neutralize 20-25% of the amount of damage over baseline.
So the fix here sounds likely to prevent the reduction from going lower than baseline, but will still be able to zero out crit damage just fine. If this is not addressed (we will have to wait and see if not commented on) then res is still out preforming what it says it does.
If that is intended then they need to update the amounts each armor says it reduces.
Yeah, that’s why I said to others to read, there’s a fix incoming, they do’t need to debate anymore lol
What you’re saying is “making critical chance a negative stat seems intentional” - luckily the developers don’t agree with your thinking.
I think we can close this thread after your comment. You ended it.
We told you it would happen.
Nevertheless, even if a critical strike cant be reduced below the value of a non critical hit anymore:
as long as resilient has the same reduction, you require more than 1.5 damage mutliplier on critical hits to even have any benefit.
100 * 1.5 = 150 * 0.66 = 100
Only great axe and ice gauntlet can overcome this for a small increase in total damage
100 * 1.6 * 0.66 = 105.6
With the way critical strikes are created (100% chance on backstab and headshot) I certainly see, why they cant be even more powerful, but then just change the way they are generated.
But this is your job 
150 con is not a tank build
Most of the War builds used by our guild have 150 con + resilience on items.
The only ones who don’t go with that level of protection are fire mages and bow users. These make up for about 10-15 players out of 50.
As practice have shown - unless you are going for the glassiest of glass cannon builds, you want 150con + resil.
I think this guy needs fixes.
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