Headshot+Vicious multiplier (bow)

Headshot does not make it 100% crit rate, it’s it own separate thing with its own separate multiplier thats just hardcoded to be the same base crit damage as the weapon

Which is also why Plagued Crits does not work on Headshots. Because it’s literally its own separate thing.

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But this is due to a bug right? It has already been fixed in ptr.
And vicious is a bug too.

Now I’m really confused.

  • Plagued Crits: Fixed an issue where this perk was only applying from random Crits and not from Headshots or Backstabs.

Honest question, but do you have any understanding of coding?

It’s not a bug, they just didn’t have the condition for it to be true.

Vicious isn’t a bug either, it’s been that way since the inception, and even after they changed the formula of Crit modifier from multiplicative to additive back in Dec. The “bug” is a game design change.

@Aenwyn apparently it is impossible to craft a bow with Vorpal + Vicious. Could you clarify if this is on purpose, and if so, could you make it possible to create this bow? I think that due to the difficulty of hitting Headshot, it would be more rewarding

Impossible how? Vorpal is not in the same grouping as Vicious. Vorpal is accuracy+headshot while Vicious is DMGcon. You can absolutely have vorpal+enchanted or vorpal+vicious on a weapon, for instance.

Now it is impossible to have vicious+rogue on a melee weapon, but that’s another story entirely.

I don’t think your understanding why they have headshot and backstabs under different coding lines. THEY HAVE TO. In order for Vorpal or Rogue to work they have to activate under different circumstances than a random critical. But both Ranged Headshots, and Melee Backstabs, have the same damage modifier as if they were Critical Hits.

So In practice:

  1. Both Critical bodyshots and Headshots deal the same damage (without perk modifiers)
    image
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  2. Both activate all “proc on critical” perks (except plagued crits which has been confirmed bug and has been fixed)

So for all intents and purposes a ranged headshot, or melee backstab, act the same way as a random critical. and they should continue to act in such a way.

Yep… You’re right, bug was the wrong way to put it. Maybe its a design/spec error, something not foreseen in Jira hehe

I think headshots should have the ability to crit. Vorpal should have the same values as Rogue… Idk why it doesn’t.

Can’t you have a keen vicious vorpal musket?

I don’t believe they are in the same category.

This ptr or live? i can confirm that vicious is NOT working with headshots in live. Bought 2 exact same bows another with vic another without and no other dmg perks.

according to this

Dumb. Lol.

Apologies the second bow I had used had enchanted and thus skewed my perception. I have retested and found that Vicious is not procing on headshots with bows as shown below.


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Why? lol

Reward skilled players. Lol. If you’re a god, keen, vicious, vorpal, if you’re not, keen vicious enchanted.

Keen Vicious Keenly Empowerment #1 Overall
Keen Vicious Refreshing Move (AOE PAD #1)
Keen Vorpal Keenly Jagged (ST Build)
Keen Vicious Enchanted #2 Overall
Keen Vicious Vorpal (With Vicious not working as intended and this isn’t possible)

Vicious isn’t working as intended and same happens with Critical Retribution, you don’t have the crit buff if you receive a crit headshot because it isn’t the same as body dmgcrit

If you play with thrust dmg ring you can remove keen from ur bow and replace for another perk for ST or AOE

It is definitely a bug. Crit DMG multipliers should all increase crits caused by a headshot.

I think you are misunderstanding crits and backstabs / headshots are different when the mods say that. It doesn’t have to mean they are completely different entities that act independently. More than likely damage can simply have flags on it such as “isCrit”, '“isBackstab”, “isHeadshot” which can apply these effects on a simple check, there is no subroutine needed.

Yes I am a software engineer if you are wondering.

Any update? Are you guys still planning on implementing this?

Checking in on this, there is a fix for this, but it’s currently going through our testing phase. For clarity, that means it is not likely to make it into a June patch.

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