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 Critical Hits 
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Joined: Thu Nov 11, 2010 2:44 pm
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Scanners give an increased chance of critical hits, and cloak reduces your chance to be critted.

This is obvious.

What i want to know is has anyone worked out the _efficiency_ of critical hits.

Could it be viable to have a ship with as many scanners as weapons, and rely on extra damage?

At low levels, they seemed effective. But then i inevitably wondered if there was simply a damage range, min to max, and sometimes i just hit the top range with my attack.

Has anyone noticed a viable difference?
Does Crits work vs NPC's? as very few of them have any cloak, i would think that a high scan score would be invaluable.
Instead, it seems to not make a difference.

Thanks for any input in advance :)

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Sun Nov 28, 2010 9:15 am
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Joined: Tue Aug 10, 2010 8:40 pm
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It seems as though a crit is about x2 damage. If you look at the rolls you can probably notice when it happens, not sure if "winning" a round (by doing more damage) has anything to do with the result, or just happens as a by-product.

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Sun Nov 28, 2010 9:43 am
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Joined: Tue Sep 14, 2010 1:17 pm
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hey mark crits do occur against npc but i have no idea of the actual stats on it. or the frequency. anyone else got insight into this?


Sun Nov 28, 2010 2:22 pm
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Guns. Big, pretty, shiny, ass-kicking guns.

Even if scan power does increase the chances of a crit-hit, you're still better off to just pound the snot out of something with a strong, steady barrage. Scanners take up too much space to counter-balance a good weapon setup.

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Tue Nov 30, 2010 5:05 pm
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I was actually trying that about 2 weeks ago.. I used to play Ragnarok and assassins were pure critical attacks. I tried installing 5 Sensors that gave me about 4500+ scan with no buffs. I started whacking on NPC's and to my disappointment. I only got 20% (1 out of 5 attacks) critical. It is a worthy experiment but since the scanners take up too much space I dont think anyone would like to have a permanent 5 scanner armament installed on their ship unless they have max modules on the other components already.

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Tue Nov 30, 2010 5:24 pm
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Joined: Sat May 22, 2010 6:22 pm
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Remric wrote:
I was actually trying that about 2 weeks ago.. I used to play Ragnarok and assassins were pure critical attacks. I tried installing 5 Sensors that gave me about 4500+ scan with no buffs. I started whacking on NPC's and to my disappointment. I only got 20% (1 out of 5 attacks) critical. It is a worthy experiment but since the scanners take up too much space I dont think anyone would like to have a permanent 5 scanner armament installed on their ship unless they have max modules on the other components already.

Perhaps scanning doesn't effect crit chance but instead effects crit bonus damage?

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Wed Dec 01, 2010 6:08 am
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zophah wrote:
Remric wrote:
I was actually trying that about 2 weeks ago.. I used to play Ragnarok and assassins were pure critical attacks. I tried installing 5 Sensors that gave me about 4500+ scan with no buffs. I started whacking on NPC's and to my disappointment. I only got 20% (1 out of 5 attacks) critical. It is a worthy experiment but since the scanners take up too much space I dont think anyone would like to have a permanent 5 scanner armament installed on their ship unless they have max modules on the other components already.

Perhaps scanning doesn't effect crit chance but instead effects crit bonus damage?




I think the best person to answer this would be DAN

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Wed Dec 01, 2010 6:45 am
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+1 to this.

Not even going to beg for exact details or anything, but a rough idea would be fantastic.

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Thu Dec 02, 2010 1:47 am
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Remember scan can also make you harder to hack... therefore you are waging that war very well. Also as a side bonus, you crit a bit more... seems like a win win if that is the route you want to go.

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Thu Dec 02, 2010 3:05 am
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Extra damage from a crit hit is only 20%. Nice, but nothing to write home about. Scan will increase your chances of scoring a critical hit. A nice perk, but certianly not worth sacrificing any attack power over.


Thu Dec 02, 2010 7:26 pm
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