iLikeCookiesQ
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Posts posted by iLikeCookiesQ
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With the new argon scope mod the amprex and the dread can achieve crit chance's over 200%. Using point strike, argon scope, and critical delay we get:
50 * (1 + 1.5 + 1.35 + 0.48) = 216.5% crit chance
are we getting "lvl 3" crits? where damage = 3 * crit multiplier - 2. This would be consistent with how red crits currently give you a double bonus from critical damage, by simply giving 3 times the bonus from critical damage.
Or do you think there will be a buzzkill (badum ts) rule that lets weapons not go over 200% crit chance?
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A topic I want to bring up is headcrits. A headshot that is also a critical hit will gain an ADDITIONAL 2x damage multiplier on top of the 2x head multiplier. So a headcrit does 4x the damage of a bodycrit. Perhaps you could add a checkbox in the app. If the checkbox is ticked a slider (or just a fill-in-number-box) to adjust the headshot accurracy will appear. The app should then properly calculate your DPS numbers for the chosen headshot accurracy.
ie if there is a 100% headshot accurracy on a weapon with 100% crit chance the dps numbers should double when enabling the checkbox. In the same scenario for a weapon with a 0% crit chance the DPS number do not change when you tick the box.
Great app!
New Class Of Critical Hits With The New Mods?
in General Discussion
Posted · Edited by iLikeCookiesQ
Thats not how it works btw. At least what i know from the wiki, red crits give you double BONUS. Not double damage, nor squared crit multiplier. (squared... i can only dream)
ie if my crit multiplier is x, then my crit bonus is x - 1 and thus a red crit will give you 1 + 2(x - 1) = 2x - 1 multiplier. Lets say lvl 3 crits triple your bonus you get 1 + 3(x - 1) = 3x - 2 multiplier
in case of your 6.6 soma multiplier, we get a 12.2 red crit and a hypothesized 17.8 "blue" crit. (blue is already the color of hitting shields so i dont htink it will be used.. maybe black would be used? or even use shaded numbers with 2 different colors)