People saying that this is correct obviously don’t understand what crit damage and base damage is. Crit damage is the additional damage to your base dmg, a reduction in crit dmg should never reduce base dmg. That’s the way I see it.
Anyway, at the moment this game is not worth the trouble, I’m gonna shelve it for a month or 2 and will see if it’s worth coming back.
That said, it’s an amazing game, and I enjoyed the 400 hours I put into it. I will be back definitively.
yep that would only make sense if a crit was extra damage on top of normal, but this game has your entire hit be a crit.
We know 100% that in WoW, resilience reduced critical damage and it never reduced critical damage below normal damage. There’s no disputing that. You’re the one that said you weren’t aware of any stat like Resilient in any other game, and WoW’s resilience is the closest thing to it. It has many components, but one of those components is reducing the damage critical strikes do.
Your argument is disingenuous at this point. If you can’t give a good explanation on why Resilient should be able to negate critical strikes completely, I’m afraid I’ll have to stop discussing it with you since we’re just going in circles at this point.
Negative and to reiterate:
Critical hits deal 3.0% less damage to you.
This game has normal hits (1000 damage with damage amplification mod) and critical hits (1300 damage with 1.3 critical damage amplification mod). It also has mob weaknesses, armor, elemental resistance, etc, but we’re not talking about that.
So, no. That’s just how it reads.
allright, but help me understand something.
Considering a bow will normally hit for 1000. and your crit will deal 1.2X damage.
What would be the theoretical damage if the bow has 10% Vicious Perk.
I didn’t mention resilience, because it’s not comparable and we do not know explicitly how it was calculated. The critical damage amp was 200% and resil was capped. Likely not because they calculated critical damage separate from the total critical hit, they didn’t have to. It’s a different system.
I’m not being “disingenuous”, you should read that definition. I gave an adequate explanation. It does exactly what it says it does. You want it to do something it doesn’t say it does. Should it function how the tooltip says it should? No, it leads to keen potentially being useless in PvP situations. Does that negate that it does what it says it does? No, again, it does exactly what it says it does. Cool, take it easy.
Ignore what’s convenient to your argument and avoid answering the question again. No problem, you take it easy too.
I don’t know, I’m not looking at Vicious, I’m looking at Resilient. That said, I would expect it to increase the multiplier by 10% to 1.43, as it says it increases critical damage. That, however, is not relevant to the discussion here. Both abilities are worded differently (“critical hit” vs “critical damage”), so it’s not even a good comparison.
The thing I would not expect is for Resilient to reduce the damage of a critical strike below the damage of a normal strike. THAT is the crux of this problem and what you and others seem to be missing.
I’ll note that I have no skin in this game either. I’m a healer in full plate… this benefits me. I am, however, capable of objectively looking at this and seeing that stat is either not functioning as intended or is overperforming and in need of balance.
I am merely discussing it as well, as a DPS i am both interesting in mitigating damage taken but i also rely on crits. and the wording is slightly different.
Resilient: Critical hits deal X.0% less damage to you.
Vicious: +11.2% critical damage.
They both refer to damage though. it would be good to get clarification on this no matter the outcome. i want to see a dev or mod giving the AGS point of view to put all the doubts to rest.
Reads. To those who want it to have the unintended function of reducing critical hits below normal.
Everyone who has played games containing potential critical hits knows, critical hit means doing more than normal damage. None of those people could possibly or logically think critical hit could or should be reduced below normal hit damage as an intended function
Someone totally and absolutely new to gaming and a basic understanding of mechanics and critical hits, might, MIGHT misunderstand enough to think it was ok.
However, only until someone explained it better for them to understand.
How it’s working is not right. Regardless of how the tool-tip wording is interpreted.
I’ll agree that neither is a 3% decrease on bonus damage right, that’s too low to be worthwhile and would need to be buffed quite seriously.
All that said, critical hits, by definition, should never go below normal damage. Known mechanic to all gamers. Lying to themselves, others, or both. They still know it.
Yes, they both modify damage in some way, the question is how and where they modify it. You could make the argument that the issue here is not even Resilient, but that crit modifiers for ranged weapons are relatively low, given the skill required to hit any sort of shot compared to melee. Maybe it would be a good idea to change the melee modifiers to 1.3 or 1.2, and increase the bow / musket modifiers to 1.5 or 1.6. That way Resilient can be left untouched.
My argument is that it’s not a bug and does explicitly what it says, instead of making assumptions. I didn’t avoid anything. I’ve answered the question the same every time. It does what it says it does.
My question was: assuming that all is equal and this is functioning “as intended”, do you think it is logical / reasonable that the stat can reduce the critical damage below the damage a NORMAL hit?
Your prior knowledge of games that are not New World are irrelevant to interpreting the way this game calculates values. If anything your assumptions have trained you to see things only one way and not even consider that this was intended. If the tool tip wasn’t so explicit I could understand, however, it literally does what it says. Literally, as in not being used as a replacement for figuratively. Should it, no, but it does.
In many games critical strikes are 2x damage, the critical damage modifier is so high this likely never happens in those games, even if they did introduce a “perk” that reduced critical damage. I was extremely surprised that critical damage modifier base varies on all weapons. I had to re-learn critical modifiers.
I feel like I need to state something to this effect in every reply. I agree that it shouldn’t calculate in a way that explicitly follows the tooltip and the tooltip needs to be updated to be more verbose once it is updated.
It is absolutely logical, it does what it says. It is absolutely not reasonable, a critical hit should never deal less damage than a normal hit in my opinion.
The issue is this. tooltip says x, perk explicitly does x.
If the tooltip said x, but the perk did y. It would make sense to call it a bug.
Prior knowledge and assumptions are what’s molding the responses that this is a bug. I’m not sure how that’s not obvious. Every argument is, other games did x, I played this many games and they did y, this is supposed to work this way because of z. None of that matters. It does what it says it does. This is not a bug fix, it’s more of a feature request or revamp.
Which is the problem being reported. You agree it should not be working the way it is.
I consider that the way it is worded is the way it was intended to function.
The mistake is reducing it below normal. Which, we seem to agree, is wrong and a problem.
If the person coding that mechanic has such poor knowledge and understanding of games to know a critical hit shouldn’t ever go below a normal hit in damage, they need to be moved to a different area of programming on the game (sure don’t want someone losing a job). Otherwise, I will give them the benefit of doubt and assume that it was an unintended flaw/oversight for that to happen while designing the intended damage reduction, and they will just need some tweaking to correct.
It exactly does what the perk says, “Critical hits deal 4.8% less damage to you”.
Here ya go. Was not working as intended. Will be fixed. Defending irrational glitch, failed.
People are willing to ignore intuition and common sense just to defend a perk/build they’re running that they themselves know it was bugged in the first place. They’re willing to pretend to be mentally challenged to favor their agendas lmao
What maths are you talking about ? You need to take english grammar class if he has to take maths class. Have you read the description of the perk correctly ?
“Resilient: Critical hits deal 4.8% less damage to you”.
Does it say -Extra critical damage from critical hits deal 4.8% less damage to you- anywhere ? No.
The problem is that they did not take into account that you could negate critical hits so much that they would do less than normal hits. That can be fixed easily with some calculation (lower limits checks added). It works as intented… somewhat. Just need a small tweak.
But it is sure that anti crit build is just as intended as crit build
Anyway just saw the dev post:
" As part of this change, the perk included a cap to prevent it from reducing critical damage lower than the normal attack damage. "
Yep was just a calculation issue with the lower limit and resilient applies to critical hits as it says in its description