KyleOne Posted April 18, 2013 Share Posted April 18, 2013 Hi Devs I have a rifle mod that displays as 100% crit chance. It's not even maxed. And I'm pretty sure that every attack is not critting. Maybe even... 100% sure. Much Love Kyle Link to comment Share on other sites More sharing options...
Nazarel Posted April 18, 2013 Share Posted April 18, 2013 It's +100% crit chance. So unless your wep has 50% base crit every shot wont crit. Link to comment Share on other sites More sharing options...
plznohurtme Posted April 18, 2013 Share Posted April 18, 2013 and again this comes up... it's becoming a bad joke that I kind of wish there was a forum post that had all the weapon information in it to explain it. You do not receive 100% *additional* crit from the mod, you get an additional 100% of whatever your weapon's crit actually is. It's multiplicative, not additive ex: Braton Vandal has 7.5% crit base, if you had a 100% crit mod you gain 100% crit so you get an additional 7.5% leaving your total at 15%. Link to comment Share on other sites More sharing options...
Syllabea Posted April 18, 2013 Share Posted April 18, 2013 It's +100% of your base crit rate. For example you have a weapon with a 10% crit rate. The formula for critical hits is '(BaseCritChance) + (BaseCritChance*Modifier)'. This means that, with your +100% Crit Rate the formula is '(.10) + (.10*1.00)' which is .20 Crit rate. Sorry from switching from percent to decimals. I find it easier to work with decimals. Link to comment Share on other sites More sharing options...
AdultHero Posted April 18, 2013 Share Posted April 18, 2013 Next time do a little forum searching with the search function for your issue before posting. Link to comment Share on other sites More sharing options...
HvcTerr Posted April 18, 2013 Share Posted April 18, 2013 The lesson here is that (A) the mod-description needs work (B) people need some way to know what their base crit chance is. Link to comment Share on other sites More sharing options...
holdenagincourt Posted April 18, 2013 Share Posted April 18, 2013 The lesson here is that (A) the mod-description needs work (B) people need some way to know what their base crit chance is. QFT Link to comment Share on other sites More sharing options...
RavenSting Posted April 18, 2013 Share Posted April 18, 2013 hmm, thats same with me with my mod like that....not even close to 100% Link to comment Share on other sites More sharing options...
Xrylene Posted April 18, 2013 Share Posted April 18, 2013 The lesson here is that (A) the mod-description needs work (B) people need some way to know what their base crit chance is. It probably isn't the most popular option, as people love crit for some reason, but I pick the third option, © which is that as crit adds nothing to the game, it doesn't need to exist. Link to comment Share on other sites More sharing options...
Shinnyshin Posted April 18, 2013 Share Posted April 18, 2013 (edited) It probably isn't the most popular option, as people love crit for some reason, but I pick the third option, © which is that as crit adds nothing to the game, it doesn't need to exist. I'm torn on this. Feels like crit could have a place in the game, but the developers haven't clearly decided what that place is. As of right now, there's no reason for crit existing--other than to take up mod spaces. But I could easily see more interaction in the future. Edited April 18, 2013 by Shinnyshin Link to comment Share on other sites More sharing options...
ZeroPhobic Posted April 18, 2013 Share Posted April 18, 2013 I had a friend jump in and check the game out and the first thing he said was, "What the f*** is with these menus or lack of?" I asked what he meant and he explained that the whole system was a bit off, no stat screen that kept track of what the mods really do to you or your weapons, base stats on each frame and bonuses. and so on... I am sure the devs know these issues and are trying to get everything in game ironed out and Frames working the way they want them to before they lock in a stat system. Link to comment Share on other sites More sharing options...
Awesomest Posted April 18, 2013 Share Posted April 18, 2013 If crit was listed in game, it would be totally cool to have mods that increase that, so long as it's explained in game. As is, most crit chance mods are beyond useless. Link to comment Share on other sites More sharing options...
Noobesst Posted April 18, 2013 Share Posted April 18, 2013 If crit was listed in game, it would be totally cool to have mods that increase that, so long as it's explained in game. As is, most crit chance mods are beyond useless. Yeah... Im not sure if the guns im modding have base critical at all... Link to comment Share on other sites More sharing options...
Bomben Posted April 18, 2013 Share Posted April 18, 2013 Whenever you see or hear a percentage increase being mentioned(here, in game, news, papers, whatever), your first thought should ALWAYS be: Do they really mean percentage or percentage points? As in: Is it multiplicative or additive. As in: 100% increase on 20% - do they mean 40% or 120% now? If something goes from 20% to 40% it has increased 100 percent - or 20 percentage _points_. Journalists F*** this up again and again. And game developers too. So when I saw those cards, my first thought was the above mentioned question. In this case the description on the card is correct. It gives you the indicated % increase in crit chance. Not percentage points. Link to comment Share on other sites More sharing options...
HvcTerr Posted April 18, 2013 Share Posted April 18, 2013 (edited) And in some cases, your second question should be "What's the basis for these percentages at each step?". "Taxes were raised by 50%. A year later, they were lowered by 50%." With X as the original value, does the final value come out to ((x + 0.50x) * 0.50) = 0.75x, or does it mean (x + 0.50x - 0.50x) = 1.00x? Edited April 18, 2013 by HvcTerr Link to comment Share on other sites More sharing options...
Kitzun Posted April 18, 2013 Share Posted April 18, 2013 The text of the crit mods are plain dumb, the base crit chance of a weapon is already in %, adding to that will only confuse people. An easy thing is to write something like "multiply by (1.2 / 2 / 2.4678 / 3 / 10 / whatever) times the base crit of this weapon". Make it numeral and it will go smoothly. Link to comment Share on other sites More sharing options...
KrAyZy Posted April 18, 2013 Share Posted April 18, 2013 I was also disappointed after putting the 100% crit chance mod in my paris and then not critting every hit. I think they should rework the description because it leads to confusion and frustration. Link to comment Share on other sites More sharing options...
Skreshavik Posted April 19, 2013 Share Posted April 19, 2013 (edited) The lesson here is that (A) the mod-description needs work (B) people need some way to know what their base crit chance is. This. Instead of the tooltip reading as "x% crit chance," it could simply say "x% base crit chance" Then the weapon stats could have the base crit chance floating somewhere in the stat table. Edited April 19, 2013 by Skreshavik Link to comment Share on other sites More sharing options...
Woolytop Posted April 19, 2013 Share Posted April 19, 2013 It probably isn't the most popular option, as people love crit for some reason, but I pick the third option, © which is that as crit adds nothing to the game, it doesn't need to exist. What if only melee weapons could crit, since you can't exactly *aim* them? Link to comment Share on other sites More sharing options...
Xrylene Posted April 19, 2013 Share Posted April 19, 2013 (edited) What if only melee weapons could crit, since you can't exactly *aim* them? Eh, even then what would the point be? They kind of do already, every get a headshot with the Scindo? You're pretty much asking to have crit for the sake of crit there. What I'd rather see is more dedicated melee combos, or even directional melee hits. Edited April 19, 2013 by Xrylene Link to comment Share on other sites More sharing options...
Woolytop Posted April 19, 2013 Share Posted April 19, 2013 Eh, even then what would the point be? They kind of do already, every get a headshot with the Scindo? You're pretty much asking to have crit for the sake of crit there. What I'd rather see is more dedicated melee combos, or even directional melee hits. I've gotten a headshot with my gram before, but I've never noticed it doing extra damage. Maybe I'm just crazy, though. Also, combos would be difficult with the melee attack bound to one button. Link to comment Share on other sites More sharing options...
AegisOfLove Posted April 19, 2013 Share Posted April 19, 2013 Melee weapons should stay out after,the first swing. this would open up possibilities. Link to comment Share on other sites More sharing options...
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