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Crit Chance Over 100%?


Littlecowardgaming
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Hey... Just wondering... Im using PARIS and im using a mod with 125% crit chance. Yet im pretty sure im not critting every shot like a 100% crit chance should? So what is the idéa behind crit chance? And after answering that question...

 

Whats the difference between a rare and a common? For example.... The sentinel shade and mode revenge. It says the sentinel shoots when someone shoots the owner. Soooo.... Whats the difference if this mod is RARE or COMMON? Will it do more dmg? -.- 

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The Paris has a base crit chance of 10% uncharged and 20% for a charged shot.

The crit mod works off of your base crit chance, meaning that with 125% you would have a crit chance of 22.5% uncharged and 45% charged.

The rarity of the mod only reflects on:

A) How often it drops (supposedly)

B) How much XP it takes to level up

C) How much XP it grants to a mod when fused into it.

Rare mods take more fusion XP to get to the next rank than common mods, and they provide more when used in a mod.

Thats the reason when you are leveling up a rare mod you can fuse a common into it and only see a small amount of fusion XP granted, where if you fuse a rare into it you'll see a much bigger amount of fusion xp granted.

Edit:

Also mods only come in a single rarity.

Revenge will also be common while M-Prime will always be rare.

Edited by Tsukinoki
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The Paris has a base crit chance of 10% uncharged and 20% for a charged shot.

The crit mod works off of your base crit chance, meaning that with 125% you would have a crit chance of 22.5% uncharged and 45% charged.

The rarity of the mod only reflects on:

A) How often it drops (supposedly)

B) How much XP it takes to level up

C) How much XP it grants to a mod when fused into it.

Rare mods take more fusion XP to get to the next rank than common mods, and they provide more when used in a mod.

Thats the reason when you are leveling up a rare mod you can fuse a common into it and only see a small amount of fusion XP granted, where if you fuse a rare into it you'll see a much bigger amount of fusion xp granted.

Edit:

Also mods only come in a single rarity.

Revenge will also be common while M-Prime will always be rare

 

So basically a full lvled COMMON mod is actually as good as a full lvled rare mod? Common mods is just harder to lvl up? 

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@Littlecowardgaming

Rare mods are the hard ones to level up, common mods are easy to level up as they require far less fusion XP to rank up.

And *generally*, but not always, rare mods have more powerful effects, such as Flow being rare and increasing your maximum warframe energy compared to a common Thiefs Wit, which causes breakable containers to show up on your minimap.

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@Littlecowardgaming

Rare mods are the hard ones to level up, common mods are easy to level up as they require far less fusion XP to rank up.

And *generally*, but not always, rare mods have more powerful effects, such as Flow being rare and increasing your maximum warframe energy compared to a common Thiefs Wit, which causes breakable containers to show up on your minimap.

Right... But just... Whats the difference on lvling a rare ''SOUND QUAKE'' and a common sound quake? Does the rare one have more damage?? Or what is the point in using a rare sound quake if its harder to lvl and its not better than a common/uncommon one??

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@Littlecowardgaming

You will never find a mod that has two rarities. If Sound Quake is a rare mod you will never find a common or uncommon version of it.

Just like you will never find a common or uncommon Flow, it is only rare.

All mods have set rarities that never change and will never exist in the other rarities unless DE changes that mods rarity on purpose.

Edited by Tsukinoki
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@Littlecowardgaming

You will never find a mod that has two rarities. If Sound Quake is a rare mod you will never find a common or uncommon version of it.

Just like you will never find a common or uncommon Flow, it is only rare.

All mods have set rarities that never change and will never exist in the other rarities unless DE changes that mods rarity on purpose.

 

OOOOOOOOHHHHHH... Damn that sets it!! So for example there is ONLY a common increased rifle damaged mod? There's no Uncommon/rare increased damaged mod?..... Well that makes sense i guess

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@Littlecowardgaming

Exactly.

Serration is an uncommon mod which boosts your rifles damage by 15% per level. You wont find a common or rare version of Serration. And currently DE has only talked about released more rarity levels for extra hard to find mods that will have bigger effects to go along with their rarity.

I'm glad I was able to help and clear things up for you.

Edited by Tsukinoki
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@Littlecowardgaming

Exactly.

Serration is an uncommon mod which boosts your rifles damage by 15% per level. You wont find a common or rare version of Serration. And currently DE has only talked about released more rarity levels for extra hard to find mods that will have bigger effects to go along with their rarity.

I'm glad I was able to help and clear things up for you.

 

Yes you were alot of help!! Keep up the good work and i hope you keep enlighten people like me! Great work Tsukinoki!

 

Thank you

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Hey... Just wondering... Im using PARIS and im using a mod with 125% crit chance. Yet im pretty sure im not critting every shot like a 100% crit chance should? So what is the idéa behind crit chance? And after answering that question...

 

Whats the difference between a rare and a common? For example.... The sentinel shade and mode revenge. It says the sentinel shoots when someone shoots the owner. Soooo.... Whats the difference if this mod is RARE or COMMON? Will it do more dmg? -.- 

 

125% bonus crit chance is calculated from the basic crit chance of your weapon. For example, if your weapon has 20% crit chance, with this mod you will have 20*1.25=25% crit chance. It can't exceed 100% ^_^

Edited by nano5hell
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