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Critical damage bonuses incorrectly include base damage, skewing critical bonuses.


rainy

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Reproduction steps:

  1. Open Arsenal - Braton unmodded (1.6x base critical multiplier)
  2. Equip Rank-5 Vital Sense (+120%)

Expected result: Only the critical bonus receives a 120% bonus.

  • 1.6x - 1 = 0.6x
  • 0.6x * (1+120%) = 1.32x
  • 1.32x + 1= 2.32x Critical strikes

Actual result: Crit multiplier includes the base 1.0x damage in its bonus:

  • 1.6x * (1 + 120%) = 3.5x Critical Strikes, a 229.1% increase in critical damage.

Personal Comments: This has caused an unbalancable ecosystem of critical vs status weapons, heavily favouring weapons with any usable critical effects. Critical factors should work like the old channeling math, where only the bonus is multiplied.

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1 hour ago, NinjaZeku said:

So, because something doesn't work exactly like you for some reason expected,
it's obviously a bug that has gone unfixed / unnoticed since forever.

Hm. Interesting.

It's a bug that long ago they likely decided to leave as is, but lately they've been altering age-old elements of the game, so I thought I'd make some attention for it. 

A +100% critical damage bonus granting +200% actual critical damage is more than expected, because that number is lying, and that is what a bug is.

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