View unanswered posts | View active topics It is currently Sun Aug 03, 2025 9:53 am



Reply to topic  [ 51 posts ]  Go to page Previous  1, 2, 3  Next
 Better PVP with New Critical Hit Formula 
Author Message
User avatar

Joined: Sun May 29, 2011 7:33 pm
Posts: 1988
Location: Aboard Blackwood Hall
Reply with quote
Even as a smaller ship, I'm firmly in the "Crits should completely ignore the Damage Cap" camp.

_________________
DixieLandDelight: Lord SoulPlay's Padawan & Warden of the Chesterton Royal Asylum

Image
Image


Fri Sep 05, 2014 7:34 am
Profile WWW
User avatar

Joined: Thu Jun 20, 2013 7:17 pm
Posts: 298
Reply with quote
rajin wrote:
I don't agree or disagree with having SSBs, but what doesn't make sense is if a small ship goes up against a large "capital" ship, how is it going to take a "direct" hit and barely take damage while dealing massive damage to a much larger ship. It's like a X-Wing firing one shot at a Death Star, and unless by some wicked chance it hits a port exhaust, it blasts through the shields and a chunk of armor into space.
So at some point the system does need to be balanced, maybe take away deck based damage and make it simply attack vs defense no matter the build.


+1 .. this is exactly what I have been saying... along with maybe add a % defense bonus to smaller ships..

_________________
Image


Fri Sep 05, 2014 1:25 pm
Profile

Joined: Tue Oct 16, 2012 9:26 pm
Posts: 1076
Reply with quote
Chade wrote:
rajin wrote:
I don't agree or disagree with having SSBs, but what doesn't make sense is if a small ship goes up against a large "capital" ship, how is it going to take a "direct" hit and barely take damage while dealing massive damage to a much larger ship. It's like a X-Wing firing one shot at a Death Star, and unless by some wicked chance it hits a port exhaust, it blasts through the shields and a chunk of armor into space.
So at some point the system does need to be balanced, maybe take away deck based damage and make it simply attack vs defense no matter the build.


+1 .. this is exactly what I have been saying... along with maybe add a % defense bonus to smaller ships..

Please take the thread jacking elsewhere, so it can safely be ignored while the OP's reasonable suggestion is discussed.


Fri Sep 05, 2014 1:46 pm
Profile
User avatar

Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
Reply with quote
A legion mate with high arti production and low damage cap was attacked by members of a strong legion for planet theft this morning. This went on for 26 minutes.

3 (maybe more?) very powerful ships were attacking a much lower ranked ship at once, and at no point was she ever in any danger. None whatsoever. The only concern was that she might sustain an injury laughing at their futile efforts.

This was, frankly, kind of silly.

Now change the scenario a bit using the Critical Hit suggestion I made:

Suddenly, the 16 TIBs used against her are actually a threat -- she has virtually no scan or cloak on her ship, and these stronger players are now regularly hitting her for thousands of damage above her cap.

She asks herself: is it worth it to reinstall some cloak mods, or do I keep caging and repairing? And what happens if they send off another volley of EMPs while I'm doing that, so I'm getting capped and critted at the same time?

IMO, even in this scenario, a Fixer with a low dam cap like her probably isn't going down, but the threat is suddenly a lot more palpable, and there is a balancing act to consider. Throw in a few more attackers and who knows what might happen?

Would have, at the very least, spiced things up!


Sun Sep 07, 2014 6:42 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
for this to work, you would also have to test it against a huge 7000 decks ship
for a attacker with with 200K TO's you are basickly increasing his cap to 3500 + (2000 to 6000) critical dammage pr hit

and ask your self this, what happens when top players reach 1.000.000 TO's....
3% of 1.000.000 attack = 30.000 dammage on critical hits, for some ships that would be a 1 hit kill


also, as it is scan vs cloak the attacker always hold the advantages when it comes to critical hits
it will be easy to boost your scan with

Trovar Zane, Elite Tracer
Boosts scanning by 5% for 1 hour (Costs 250 Energy)

and

Continuum Beacon
Increases the Scanning capability of your ship by 15%. (Costs 10 energy to use)

you dont realy have the same posiblityes for cloak,

_________________
Champion of Darmos
Image


Sun Sep 07, 2014 8:29 pm
Profile
User avatar

Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
Reply with quote
DarkMar wrote:
for this to work, you would also have to test it against a huge 7000 decks ship
for a attacker with with 200K TO's you are basickly increasing his cap to 3500 + (2000 to 6000) critical dammage pr hit

and ask your self this, what happens when top players reach 1.000.000 TO's....
3% of 1.000.000 attack = 30.000 dammage on critical hits, for some ships that would be a 1 hit kill


also, as it is scan vs cloak the attacker always hold the advantages when it comes to critical hits
it will be easy to boost your scan with

Trovar Zane, Elite Tracer
Boosts scanning by 5% for 1 hour (Costs 250 Energy)

and

Continuum Beacon
Increases the Scanning capability of your ship by 15%. (Costs 10 energy to use)

you dont realy have the same posiblityes for cloak,
True dat.

As always, larger ships would be more susceptible to arti spamming.

In regular (non-arti usage) badge play, however, defense against crits would be one of the few areas in which they have an advantage, due to carrying far more cloak than most smaller ships.


Sun Sep 07, 2014 8:44 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
I'm not against improving critical hits...
or making it posible to break the dammage cap on critical hits

just dont think a fixed dammage based on a % of attack is the way to do it


make it 5%, 10% or even 20% hull + shield on the ship your are hitting like the gemini cannon dammage, and it might work
no matter the AP production, ship build or setup of the 2 players involved

_________________
Champion of Darmos
Image


Sun Sep 07, 2014 9:24 pm
Profile
User avatar

Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
Reply with quote
Quote:
make it 5%, 10% or even 20% hull + shield on the ship your are hitting like the gemini cannon dammage, and it might work
no matter the AP production, ship build or setup of the 2 players involved
Not into that.

Over time, it makes all the AP you work for essentially meaningless in PVP-- just hit a ship and hope for 5, 10, or 20 lucky shots (depending on %), and it's all over. Whoever has the highest scan/cloak (or the luckiest rolls) wins. There's such a thing as balance and such a thing as too level a playing field. This is firmly in the latter camp.

I mean, if it works by taking a % of a defending player's total health, you'd get a scenario where somebody alerts a super strong rank 2k ship, clouds them down to zero, then has a rank 50 hit them and disable them in less than 100 shots (fewer if lucky!). Dunno about you, but that seems rather absurd to me.


Sun Sep 07, 2014 10:09 pm
Profile
User avatar

Joined: Wed Sep 19, 2012 9:44 pm
Posts: 1997
Location: Causing chaos somewhere
Reply with quote
DarkMar wrote:
I'm not against improving critical hits...
or making it posible to break the dammage cap on critical hits

just dont think a fixed dammage based on a % of attack is the way to do it


make it 5%, 10% or even 20% hull + shield on the ship your are hitting like the gemini cannon dammage, and it might work
no matter the AP production, ship build or setup of the 2 players involved

Literaly the worst idea I have ever heard... And I've heard ideas from asheron. The reason gemini cannons are ok is that the attacker can only be hitting one ship at a time, so not only is the gemini proc infrequent but also they can repair between them because they are online.

With gemini like damage procing on offensive shots the defender doesn't repair between procs so kills are made so much easier. I could also go shoot negron or zakwas or whoever on exotica and eventualy my crits will proc close enough together to annihilate them in 5 or 10 shots. heck I could do it under 50 krinos virus traps and it wouldn't even matter.

_________________
Image
Image
Meow chika meow meow!!
Stark Tech Inside


Sun Sep 07, 2014 10:32 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
Peticks wrote:
DarkMar wrote:
I'm not against improving critical hits...
or making it posible to break the dammage cap on critical hits

just dont think a fixed dammage based on a % of attack is the way to do it


make it 5%, 10% or even 20% hull + shield on the ship your are hitting like the gemini cannon dammage, and it might work
no matter the AP production, ship build or setup of the 2 players involved

Literaly the worst idea I have ever heard... And I've heard ideas from asheron. The reason gemini cannons are ok is that the attacker can only be hitting one ship at a time, so not only is the gemini proc infrequent but also they can repair between them because they are online.

With gemini like damage procing on offensive shots the defender doesn't repair between procs so kills are made so much easier. I could also go shoot negron or zakwas or whoever on exotica and eventualy my crits will proc close enough together to annihilate them in 5 or 10 shots. heck I could do it under 50 krinos virus traps and it wouldn't even matter.


depends on the chance to actualy get a critical hit....and the %
and as I see it, 5% dammage of defender's hull + shield is basickly no worse then 3% of attackers attack

how long do you think it will take before some of the top players have 1.000.000 TO's = 30K dammage pr hit
last I checked some of them have 300K now, and theire artifact production more or less only go up every time we get new planet structures

30K dammage pr critical hit is proberly 10 critical hit = kills for 90% of the ships in the galaxy
with a fixed % of your hull in dammage for critical hits, atleast you will never get to the point where 1 critical hit = instant kill
no matter the rank / ap production difrence betwen the players

with critical dammage = 3% of attack - you are basickly just giving the advantages in PvP to the player who have picked up the most artifact points during the time he have played


what's next - a visa cannon that have a 50 GP activation cost, but automaticaly kills the ship you are targeting
as how many AP's you vill have been able to pick up, are hugly influenced by where or not you buy RIFT planets, and how early you get them
for me theire isnt realy mutch difrence betwen a visa cannon, and simply handing the advantages in PvP over to players who have picked up a lot of artifact points by buying RIFT planets and other artifacts with GP's

_________________
Champion of Darmos
Image


Mon Sep 08, 2014 5:32 pm
Profile
User avatar

Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
Reply with quote
DarkMar wrote:
how long do you think it will take before some of the top players have 1.000.000 TO's = 30K dammage pr hit
last I checked some of them have 300K now, and theire artifact production more or less only go up every time we get new planet structures
To get that kind of attack takes a lot of time and production. If somebody is willing to remain that active and involved in the game, I say good for them.

Quote:
with critical dammage = 3% of attack - you are basickly just giving the advantages in PvP to the player who have picked up the most artifact points during the time he have played
Which is how it should be. AP = strength. That is why all the good players are always chasing it. :)

Quote:
what's next - a visa cannon that have a 50 GP activation cost, but automaticaly kills the ship you are targeting
as how many AP's you vill have been able to pick up, are hugly influenced by where or not you buy RIFT planets, and how early you get them
for me theire isnt realy mutch difrence betwen a visa cannon, and simply handing the advantages in PvP over to players who have picked up a lot of artifact points by buying RIFT planets and other artifacts with GP's
Hate to break it to you, and hate to go off on a separate tangent, but dem RIFT planets are only a super big advantage at lower ranks.

The people with 300k attack you are talking about? I'd be willing to bet that with most of them, you could take away all their invincible planets and cost them less than 15% of their hourly artifact production. And even hobbled, they're still gonna get stronger faster than most other players because they put in the time and play smart. They NPC, they cloak their best planets, take advantage of good trades, etc.

In the long term, being active and making good choices is way more important than having a RIFT (and not gonna name names, but I know a lotta players with one or more Rifts who have crappy ships)!


Mon Sep 08, 2014 6:24 pm
Profile
User avatar

Joined: Sun Oct 02, 2011 4:14 am
Posts: 541
Reply with quote
It has became rather clear that the old idea of only take a few primo planets is out of date for _growing_ players, and conceived upon only when people considered rank 400 (100 worlds) incredibly high. Rifts are great, but generally faster and easier to colonize 5 decent planets that give 200/hour than spend months perfecting one great world that gives 1k. The only exception is buff-stacking, which is hard to do on more than one or two planets at a time anyway.

Anyways.

The advantage should always go to those who have put in more work, and played harder or longer. And I do mean advantage - not invincibility - which is the whole reason this thread was created anyway. Its a way to help address invincibility while still leaving the advantage in the hands of the stronger (either with attack or scan) player.

Quick example - I did some tests with another player a weekish ago. with 240k attack he did an average of 400 damage to me, with my defence unbuffed. (and not debuffed)
That means it would take an average of 875 attacks to kill me, with 240k attack, if they do not artispam me (Which you can not do on a pvp run if you want to use TM"s for raiding)

In this system, suddenly a critical hit deals 2400-7200. Still a small percentage of my 350k plus health, but MUCH more significant, equal of 6-18 normal hits. If he gets a crit 5% of the time, a very low number, thats still 43 crits. or the equivalent of 500 bonus attacks! Suddenly he only has to hit me 375 times. Yes, im playing hard and loose with the maths - with so many less attacks he will crit less, but you can work out that small percentage yourself.

Is that going to speed up how fast he kills me amazingly? Sorta - 5 minutes per kill instead of 15. Will it help a whole bunch? Yup. Will it be way more satisfying for him to occasionally see huge spikes of damage as his scanners pierce my puny cloak defence? Heck yeah.

And despite me NOT doing PVP myself, and it cutting my lifespan to a THIRD, I strongly support this. Because it is a good idea. And heck, it may even make me go Lazuli Fixer like my original endgame plan was, because 350k health is NEVER enough!

_________________
Co-leader of Lords of Infinity
Awesome ships, Awesome base, All breakthroughs. Join us today!
Image
Image


Mon Sep 08, 2014 9:07 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
Pongoloid wrote:
The people with 300k attack you are talking about? I'd be willing to bet that with most of them, you could take away all their invincible planets and cost them less than 15% of their hourly artifact production. And even hobbled, they're still gonna get stronger faster than most other players because they put in the time and play smart. They NPC, they cloak their best planets, take advantage of good trades, etc.

In the long term, being active and making good choices is way more important than having a RIFT (and not gonna name names, but I know a lotta players with one or more Rifts who have crappy ships)!


doesnt change the fact that 1 Rift planet making 10K AP's pr hour
adds up to, 240K points pr day = 1.7 mil points pr week = 7.2 mil points pr month = 87.6 mil points pr year

game have been running for a little over 4 years, so that potentioaly 1051 mil artifact points extra, if you got if you bought your 3 Rift plants asap - compaired to what you would have gotten without them if you had found and invaded the same planets

but that 1051 mil artifact points doesnt including the mission exotic or mission dysson or the extra planets you were able to invade as your attack was higher due to high AP production.....

as attack numbers are now, you cant defend your planets from players that got this adavntages, all you can realy do is cloak them - and that helps increase theire artifact production even futher


but sure if you have 300K+ AP production like Sharnhorst (viewtopic.php?f=7&t=41417)
the rifts, dysson and exotic is proberly only around 10% of your total production
but you overlook one small fact in the equation - storidge also playes a huge part

Sharnhorst wrote:
Serne wrote:
240 some odd artifact storages... or more likely a high number of Scruuge Vaults combined with those AP storages.
So around $350+ in RL cash spent to have that kind of artifact production with storage that keeps you from capping in 4 hours. not necessarily spent by you sharn, but spent by someone at least.

I have 68 plasmas filled with 5 arti warehouses each - so that's 340 arti warehouses (all bought with ctp... I've spent a bit of cash but not on things I could get from others ;)).
I think I have 12 or so scruuge vaults, all stolen from others... if they could be sent, I'd have a lot more ;D


to get to that production, someone spendt $350+ on storidge - not neseary the player with the production
so you can pretent all you want, that real money makes no difrence and that players like Sharnhorst would have gotten to that production without someone spending real $$$$$ ...

this is where we disagrey

Pongoloid wrote:
Quote:
with critical dammage = 3% of attack - you are basickly just giving the advantages in PvP to the player who have picked up the most artifact points during the time he have played


Which is how it should be. AP = strength. That is why all the good players are always chasing it. :)


high AP production, doesnt neseary = a good player
for a lot of players, it more a question about how mutch real $ they are willing to spendt on Quasi-Spacial Expanders, Reality Transfusers, storidge and other special items like the new Chuhn Trading Forum (Establishes a Trading Forum with the planet, Boosting all production permanently by 5%)

personaly I dont want a system where you can simply buy a strong PvP ship
the way things are now are bad enougth, no reason to give players with high artifact production an even greater advantages

_________________
Champion of Darmos
Image


Mon Sep 08, 2014 9:45 pm
Profile
User avatar

Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
Reply with quote
DarkMar wrote:
you can pretent all you want, that real money makes no difrence and that players like Sharnhorst would have gotten to that production without someone spending real $$$$$ ...

this is where we disagrey
You moved the goalposts. And please don't put words in my mouth. I was responding to your assertion regarding Rift planets. They are awesome, but in the grand scheme of things, they really aren't that huge a deal once you have a ton of planet slots and are able to max planets at a decent pace through NPC'ing and basing.

I do not disagree that real $$$$$ can be a very big advantage if used properly. It would be silly to argue it isn't. My point is that you can't simply buy a great ship in GL. If that were possible, there wouldn't be so many crap ships flying around sporting every possible seasonal GP mod that can be disabled so easily. You also have to make intelligent choices and invest time and planning into the game... if you don't, there is no amount of GP you can spend that will make you "elite." That's all I'm sayin'

:)

If you want to continue this discussion, I'll engage you, but let's do it elsewhere and stop derailing this thread. Thanks.


Mon Sep 08, 2014 11:03 pm
Profile

Joined: Tue Oct 23, 2012 1:07 am
Posts: 274
Reply with quote
Pongoloid wrote:
They are awesome, but in the grand scheme of things, they really aren't that huge a deal once you have a ton of planet slots and are able to max planets at a decent pace through NPC'ing and basing.


That actually is where the thinking problem is. It's once you reach that point. But how long does it take to get to that point? A player who spends a bit of cash early on can reach that point much sooner than a player who doesn't. And that makes a big difference. Much like moving a piece of steel on a train track a couple inches will send two trains in different directions and end up thousands of miles apart over the same time. The same thing can happen here. Two players same time same activities, but one spends a bit of cash and they'll ultimately have the better ship after 2 years. Not for any fault of the other guy, but I guess that's why there are things to buy. So you can have a better ship and more stuff.

Pongoloid wrote:
You also have to make intelligent choices and invest time and planning into the game... if you don't, there is no amount of GP you can spend that will make you "elite." That's all I'm sayin'


True dat.


Tue Sep 09, 2014 3:02 am
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
Pongoloid wrote:
You moved the goalposts. And please don't put words in my mouth. I was responding to your assertion regarding Rift planets. They are awesome, but in the grand scheme of things, they really aren't that huge a deal once you have a ton of planet slots and are able to max planets at a decent pace through NPC'ing and basing.

I do not disagree that real $$$$$ can be a very big advantage if used properly. It would be silly to argue it isn't. My point is that you can't simply buy a great ship in GL. If that were possible, there wouldn't be so many crap ships flying around sporting every possible seasonal GP mod that can be disabled so easily. You also have to make intelligent choices and invest time and planning into the game... if you don't, there is no amount of GP you can spend that will make you "elite." That's all I'm sayin'

:)

If you want to continue this discussion, I'll engage you, but let's do it elsewhere and stop derailing this thread. Thanks.


no GP's alone doesnt do it, you also need to make intelegient choices, and hunt down planet artifacts to put on your planets to increase production, and time to acumulate the bonus form what you bought

main reason I mentioned Rift's is, that it's easy to calcylate presisly how how big the bonus from them is over time
mutch harder to see what the effect of buying x storidge towers is....


as I see it, a critical dammage = 3% you your attack favors players with extreamly high artifact production, and those players are usealy also the once spending GP's and/or buying GP items from other players

so what that does is make PvP even harder for the cassual player, that doesnt spendt money on GP's

_________________
Champion of Darmos
Image


Tue Sep 09, 2014 4:22 am
Profile
User avatar

Joined: Sun Oct 02, 2011 4:14 am
Posts: 541
Reply with quote
DarkMar, given your entire argument seems to boil down to
"it is unfair that stronger ships are stronger, and some people get stronger with GP, which is even more unfair"
I think at this point we can assume you will argue against ANY form of pvp change that does not weaken everyone better than you.


As Pongoloid said, feel free to take it to PM's, or even start your own thread, but your current argument is not debating the specific pro's and con's of the OP's suggestion at all.

_________________
Co-leader of Lords of Infinity
Awesome ships, Awesome base, All breakthroughs. Join us today!
Image
Image


Tue Sep 09, 2014 10:24 am
Profile
User avatar

Joined: Mon May 27, 2013 3:49 pm
Posts: 556
Reply with quote
Guys, can you please take the non-Crit talk to another thread.

Thanks.


Tue Sep 09, 2014 11:40 am
Profile

Joined: Fri Aug 19, 2011 10:36 pm
Posts: 379
Reply with quote
After reading the OP and all the arguments,
I give this idea a HUGE +1.
I feel the pro arguments are far greater than the con arguments to the OP.
I think this would be a great start to balancing damage cap issues and would make pvp more interesting and realistic. Maybe its not a complete answer to all the pvp related issues but I think this system would be far better than the current system.

Sure wish Dan would give his opinions some times on these discussions. Would be nice to know where he would stand on something like this. Im not sure why he doesn't respond to at least some of these ideas..Maybe hes too busy or maybe he doesnt want to get sucked into an argument with players that disagree with his opinions. Whatever the reason, would be nice to get feedback on our ideas from Dan.(at least the good ones that get a lot of +1s)


Tue Sep 09, 2014 2:58 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
Golgotha wrote:
DarkMar, given your entire argument seems to boil down to
"it is unfair that stronger ships are stronger, and some people get stronger with GP, which is even more unfair"
I think at this point we can assume you will argue against ANY form of pvp change that does not weaken everyone better than you.


now you are the one putting words in my mouth Golgotha

I have no problem with GP players having high stats.....
or for that matter, that SSB ships have an advantages in PvP combat..
and the rift planets them self isnt the problem here - used those as an exampel as they easy to calcylate the effect from

high stats for GP players isnt the problem as theire is a limit to how mutch dammage you can do against another ship.
so atm the only real real difrence betwen 200.000 attack and 1.000.000 attack is how mutch defence your target can have, before you hit the dammage cap
(sure it makes a difrence when it comes to invading planets - but this not realy relavant for this)

when you sugest critical hits that can break the dammage cap, that sudently changes..
What I have a problem with is 2 things

1. basing how mutch critial dammage you can do on a stat you can simply buy with GP

no you are right - you cant simply pay 1000 GP's and automaticaly gain 100.000 attack, things doendt work that way
but 1 rift = 40 to 80 mil artifact points pr year - that translate to x prisenors extra pr year = x extra attack, you wouldnt have gotten if you hadnt bought it
that's basickly buying stats with GP's, but takes a few months/years from the time you payed for the rift until you actualy gain the benefit form it
if we use 60 mil points pr year, a rougth estimate is 833 prisenors pr year from a rift = +5K attack pr year form a rift, that in it self doesnt break the system, but rifts isnt realy the only artifacts players buy to help increase theire production


2. that given enougth time, you will end up with 1 critical hit = kill if you use 3% of attack as critical dammage

it not hard to do the math - 300K AP's pr hour like Sharnhorst have = around 100 to 125 prisenors pr day give or take a few,
if all points are spendt on attack, you are looking at +600 to 750 attack pr day = +220K to 275K attack pr year

if he have 300K attack now, you are proberly looking at 1.000.000 unbufed attack = 30.000 critical dammage in less then 2 years, presuming he keeps increasing his artifact production
and in 4 years 2.000.000 attack = 60.000 critical dammage

so unless you are adding Durtanium Brackets at the same rate, that soner or later becomes 1 crtical hit = kill


that why I think a % of hull + shield is better
it doesnt have to be a fixed % - the % could be based on (unbuffed/unnerfed) attack / (unbuffed/unerfed) defence

if you have 5* more basic attack then your target the % might be 10%
and maby 2% if your attack isnt higher then the defence

it could be a simple formular like this one (1 + int(attack / defence)) * 2% with a with a min of 2 % and a max of 20% (for 9* more attack)

that way you would still get benefits from having high attack, but would never be able kill with 1 shot only
but how high the crit % can be, depends on how often you want the critical hit that ignores the dammage cap to tricker

are we looking at a 33% chance 1 crit pr 3 hits (for a ship reduced to 0 cloak) the dammage% would need to be low
and are we looking at a 2% chance = 1 crit pr 50 hits, it might be 10% to 20% critical dammage = 250 / 500 hits needed to get enougth crits to kill

what the numbers comes down to is, how many hits do you think it is fair you need to kill an enemy ship

and you can do presisly the same estimates for your critical dammage = 3% of attack
if it happens rarely, a 6.000 dammage critical hit from a ship with 200.000 attack, wont be a huge problem
if it happens 1 pr 3 hits, you can basickly eat 100K hull with with 16 critical hits = less then 48 hits needed to kill a ship with 100K hull, no matter if it huge or SSB
and you can simply scale those 48 hits to your actual hull, so a 200K attack ship would need less then 144 hits to kill you if you have 300K hull if it a 1 in 3 chance to get crits


personlay, I think critical hits should be something you can actualy see make a difrence, like 5% to 20% of your hull + shield
but not enougth to kill unless you have already taken dammage
but if you want 100 to 150 hits pr kill, they would also need to be limited to around 1 crit in 10 to 20 hits


as for critical hits and krinos virus traps that Peticks had a problem with
the simple soultion is add the krinos virus effect to critical dammages as well....
= if you if you would have done 10.000 critical dammage on the hit, 1 krinos effect would simply reduce that to 0.1 *10.000 = 1.000 dam crit etc etc etc
if it a % of attack, that happens automaticaly - and if a % of hull + shiel, it just need to be added to the formular for critical dammage

as I already sayed, I'm not against beeing able to break the dammage cap, or improving critical hits to make PvP faster
just want it done in a way, that is fair to as many players as posible and doesnt kill of SSB ships, or give GP players to great advantages

_________________
Champion of Darmos
Image


Tue Sep 09, 2014 4:01 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 51 posts ]  Go to page Previous  1, 2, 3  Next

Who is online

Users browsing this forum: No registered users and 40 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.