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 itâs working is not right. Regardless of how the tool-tip wording is interpreted.
Iâll agree that neither is a 3% decrease on bonus damage right, thatâs 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 itâs not a bug and does explicitly what it says, instead of making assumptions. I didnât avoid anything. Iâve 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 âas intendedâ, 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 wasnât 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 âperkâ 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 shouldnât 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 whatâs molding the responses that this is a bug. Iâm not sure how thatâs 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, itâs 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 shouldnât ever go below a normal hit in damage, they need to be moved to a different area of programming on the game (sure donât 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.
People are willing to ignore intuition and common sense just to defend a perk/build theyâre running that they themselves know it was bugged in the first place. Theyâre 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 ?
âResilient: Critical hits deal 4.8% less damage to youâ.
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
Make critical strike ignore armor instead of multiplying damage.
Then make resilience reduce that damage.
Now critical strike are just 100% armor penetration without any extra damage and countered by resilience to a degree.
But the way it currently stands, it removes bow and musket from the game, while also working like an incentive to hit from the front with melee weapons.
A fix to a stat that is used by all participants is hardly a nerf.
Everyone with a bit of understanding of how mutliplication works already said in advance what will happen as soon as resilience is fixed from affecting all damage dealt to only applying to critical hit damage. So this isnt crying for anything further nerfing at all, but simply asking for the Devs to do their job in the first place: adjusting the game.
Resilience was not nerfed but fixed. I am a tank I need that crit resistance, but I can see the difference bewteen a nerf and a fix seriously. Thatâs 2 completely different things. The perk was not working according to its description and was fixed. Now itâs good, there is just a calculation issue with the lower limit that they are gonna adjust. No need to do anything else like some people in this thread have suggested.