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Kullervo critical chance bug


(PSN)C3IKE777
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I believe the Smeeta crit chance buff sets your crit chance to 200%. Operative word there being sets. It doesn't add a flat amount of crit chance like Wrathful Advance does, it instead fixes your crit chance at 200%, regardless of all other sources. This means that if your crit chance is any higher than that it will actually be reduced when the buff is activated.

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54 minutes ago, AERO5MITH said:

I believe the Smeeta crit chance buff sets your crit chance to 200%. Operative word there being sets. It doesn't add a flat amount of crit chance like Wrathful Advance does, it instead fixes your crit chance at 200%, regardless of all other sources. This means that if your crit chance is any higher than that it will actually be reduced when the buff is activated.

This.  Probably not a bug since it's worked that way from the beginning AFAICR.  Hopefully something that gets fixed with the Companion ability overhaul.

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35 minutes ago, Tiltskillet said:

Hopefully something that gets fixed with the Companion ability overhaul.

Absolutely begging they change that with wave (round?) 2 of companion rework, because it's one of the only (probably few but only one I can think of atm) abilities that overrides your crit, and actively hampers many builds (incarnons that deal extra damage without crit, melee with red+ crits, etc). It has its uses, but the randomness of charm makes it inconsistent and annoying to deal with.

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Yeah, this is a known thing, and it's actually a function of something DE did intentionally to prevent some functions stacking the crit buff together.

We believe (could be wrong), that it was implemented way back with Harrow, who added flat crit as part of his 4th, and items like the original Nukor (with its massive multiplier, but tiny chance) could suddenly become crit-viable. So the buff that sets you to 200% was specifically made to not interact with that ability, overriding it instead of adding to it, meaning you benefited from either/or, not both.

We saw the problem with Wrathful Advance when people tried putting it on Voruna, because her Shroud 'setting' a low crit weapon to 100% would prevent Wrathful Advance while active. If Shroud wasn't active, then Wrathful Advance adding crit chance to the weapon would then put it higher than 100% so Voruna's Shroud wouldn't change anything about the chance.

Odd, but apparently intentional.

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3 hours ago, Birdframe_Prime said:

We saw the problem with Wrathful Advance when people tried putting it on Voruna, because her Shroud 'setting' a low crit weapon to 100% would prevent Wrathful Advance while active. If Shroud wasn't active, then Wrathful Advance adding crit chance to the weapon would then put it higher than 100% so Voruna's Shroud wouldn't change anything about the chance.

I just looked into this and tbh it reads more like a bug than anything else - Shroud takes a snapshot of crit chance at time of cast from the melee itself and performs an override if it's below 100% - if Wrathful Advance is cast first, it'll take that snapshot with it included and work as intended (not overriding the crit chance).

It seems the snapshot that Shroud is doing is causing problems with final crit chance multipliers (since some are conditional, like avenger, or on skills). It should honestly just perform the check at time of next attack to be more accurate, cause as is it has so many bizarre interactions with squad and conditional buffs that affect crit chance. All it's doing right now is making sure the player has crit buffs stacked before they cast Shroud to ensure it works properly, adding to player confusion (since it's only sometimes applying your buffs based on what I can only imagine is an oversight on trying to make something cached and take less on-demand computation for damage values, or act as a "save your blood rush stacks" mechanic). It also apparently does this to status chance too, which is bizarre when we have conditional mods like proton snap, enduring affliction, and of course weeping wounds that it's encouraging you to trigger all prior to activating the buff so it doesn't cap you (but that I had to read the wiki to even realize it does).

Any "buff" that overrides your other buffs like this should be reworked IMO - it just messes with builds and makes me not want to use the skills or abilities that do this. We can already reach like 400% cc on some weapons with things like blood rush and arcanes, archon shards, etc. A skill really shouldn't be able to come along and go "hee hee, all that investment you put in means nothing you now have 200% crit", IMO.

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honestly that smeeta "buff" needs to just get binned entirely.  There is almost no scenario where its not just an outright debuff.  And since its rng based, you can't build around it the way you could (potentially) with an adarza crit buff that is more reliable.

or it should be changed to max(current crit chance, smeeta200%) so if you already exceed it, it does nothing, but at least it doesn't hurt you.

 

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