Armor types all the same mitigation now

yes I know this. which is why people are posting about crits doing less damage than regular attacks.

Crits only do less dmg if you take the 150 con, for 20% less crit dmg with resilience would be 44% so if you dont have crit multiplier you do less damage, which is fine.

how is that a problem ? 24% from armor and 20% from 150 con if you have less than 1.44 crit you do less dmg.

  1. i never said its a problem

  2. i said people are posting about this as a problem, as they feel that a crit should never do less than a regular hit.

once again-- its the mass majority of DPS players here with the loudest voice that complain they either dont do enough damage, or they cant kill a healer.

its 10% by 150 constitution and always was.
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Ok, 1.34 …
Fire staff has 1.2x crit multiplier ? And some other weapons as well.

100 * 1.3 = 130
130 * 0.675 = 87.75

Thats 12.25% less damage as if you hat not hit a critical strike.

1.5 critical strike multiplier is the break point, because 150 * 2/3 = 100
That is the example of bow and headshot, +20% damage on headshot per weapon level perk.
So a Headshot has the same value as a body shot, as long as the body shot is not a critical hit.

heres a great video for all of us to enjoy in re to armor, aror tiers, mitigations, and more.

this is pre 1.05

im curious as to what the results post 1.05

and heres part 2

Why does everyone say we take 25% more damage now? If the current version of Resilient is working we still take 25% less damage from critical hits, and assuming people have 10% crit chance that is still 2.5% total damage reduction. If they have 20% crit chance it’s 5% damage reduction and so on. If they attack you in the back and have 100% crit chance then it’s still 25% damage reduction.

There is no way, a light armor user that can roll, take 500 total damage from a heavy fire staff attack with 300 INT. Legit stuff the dev are dealing with? How legit is this? So 300 INT fire staff GS > 550 with enchanted perk on my fire staff is suppose to hit 500 on a light armor? 250 on heavy armor? If the heavy armor user have 15K health, am i suppose to hit him 60 times with heavy attack to kill him while he take 3-4hits to butch me?

i’ve seen this too, I just assumed heavy armor was still OP but now it’s showing up on light armor too? There’s definitely an exploit that hasn’t been exposed on these forums. Will be game breaking when it becomes widespread.

can you make a new thread with your video exposing this? this is not normal.

maybe he used one of the consumables that reduce elemental damage taken by %

nah. gonna leave it like this. not that i dont want to make it widely spread, but it is pointless. people are just going to find new exploit and break the system again. plus i dont even know what is the cause of it. as far as i know, there is fire staff perk exploit for 10percent dmg at the moment. and it works with all weapon.

Notice i am using great axe and war hammer, but the fire staff peak for 10% dmg if i have more than 50% mana still stay? I saw someone posted it on the forum and tested it for myself. It works. You can strip all your weapons, and the peak still stay. I tested the damage and it indeed does give that 10% bonus dps. Therefore, i believe there is more to it. Stackable accessories buff, stackable armor buffs. Onyx and malachite stackable bonus. I cant prove it exist, but at least i can tell, some players aint playing legit, that’s for sure.

Because old:
at least 22.5% damage reduction by resilient on armor
and if someone tested
10% damage reduction from 150 const (I guess)

= 32.5% or 22.5% damage reduction that should not have existed.

100 raw damage became 67.5 or 77.5 damage after mitigation.

Now: dont use critical strike in PVP, because they currently are weaker than normal hits.
Because 32.5% damage reduction (armor + 150 const), require you to at least have a mutliplier of 1.5 to deal the same damage compared to a normal hit.
You can spend these perks and items on more valuable alternatives instead, which means depending on weapon you run with your base crit chance of 5% (?) and try not to attack from behind.
With a multiplier of 1.3 the damage is 87.75, in 5% chance that equals to a part of 4.3875 to the other 95 unmitigated damage = 99.3875
This is as close as you can get back to the 100 unmitigated, so roughly 1/3 ( ~77.5 * 1.3 in case 150 const didnt work) or close to 50% ( ~67.5 * 1.5 if const was added to resilient perks) more damage than before.

Does crit make sense at all?
Just looking at passives and weapon base values combined
sword 13% chance at 1.3 multiplier
hatchet 9% chance at 1.4 multiplier
spear 10% to 35% chance (situational) at 1.3 multiplier
great axe 18%chance at 1.5multiplier
bow 100% chance at 1.5 (headshot) or 15% chance at 1.3 otherwise multiplier
musket 100% chance at +0 to +15% damage (situational headshot) or 2% chance at 1.3 multiplier
firestatt 19% chance at 1.4 multiplier
ice gauntlet 23% chance 1.45 multiplier
then add perks
+10% damage on weapon
+10% chance on ring
If the damage afterwards is still not at least 1.5, you are NOT gaining any benefit against resilient, so this obviously leaves only the great axe and the ice gauntlet to ever have benefits on critical strikes, while both also have additional benefits they might make use of.

great axe 28% at 1.6
ice gauntlet 33% chance at 1.55
100 raw damage will then be
great axe 72 + 30.24 = 102.24
ice gauntlet 67 + 34.5 = 101.5
There are other benefits linked to critical strikes, like cooldown or mana.
On the other hand, consider your ring might instead of providing +10% crit chance offer +5% damage of your type.

I’m guessing you have 50 con, the light armor user prob has 200 con, increase your health pool.

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Quick testing cause I was bored.

This isn’t even true, resilience is still bugged.

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