How is ferocity going to work?

How is ferocity going to work?

in Profession Balance

Posted by: Samhayn.2385

Samhayn.2385

Q:

Is ferocity going to be like precision where x amount = y% crit damage

or

is ferocity going to work like power and x amount = y damage added to a critical hit.

I’m leaning towards the second one since that would be easier to balance, any time you start multiplying damages by percent it can make for some pretty silly numbers.


It was 2 vs 20 but its ok we got’em both!

How is ferocity going to work?

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Posted by: naphack.9346

naphack.9346

Seeing, as they probably don’t want to affect spvp all that much, the critical damage modifier will probably be 1.5+x*ferocity, where x is any ratio, Anet regards as balanced.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

How is ferocity going to work?

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Posted by: Despo.2579

Despo.2579

I would like to know too

Because I made some test about putting +30 Power and lose -3% critical damage
Or keep 3% critical damage and lose 30 Power

I have 100% critical damage, I did the test on dolyak lv 80 and the critical hit was similar, I don’t know if there a cap or when you reach the 100% crit. damage, the % is less effectiv

But if the ferocity don’t add more than power on a critical hit it would be useless to privilege the ferocity at the power, because power work on normal hit

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Posted by: digiowl.9620

digiowl.9620

I suspect it will mechanically be similar to precision. In that x amount of ferocity result in 1% critical damage. This is really how ANet should have done critical damage from day one, rather than putting percentages directly onto the gear and trait lines.

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Posted by: Conncept.7638

Conncept.7638

Probably just like precision, except on armor, which is still lame.

Was I the only one hoping during the livestream that ANet was going to be the first game to take on a non-RNG crit system? It’s been suggested since the D20 days but no developers have ever had the stones to even try.

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Posted by: Vargamonth.2047

Vargamonth.2047

I’m really confused about this.
During the livestream devs said numbers won’t going to change for sPvP. However, in some thread about “new amulets for sPvP” we got an official response implying that Ferocity could allow amulets with it as primary stat to exist.
If Ferocity exists in sPvP too, I don’t get how are they going to keep overall numbers unchanged. Critical damage is just not equally cost effective for amulets, jewels and traitlines.

So, either they “lied” to us (they’ll attempt to keep things as unchanged as possible, but that won’t be 100% possible) or the damage formula is going to suffer substantial changes. Probably a combination of both.

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Posted by: naphack.9346

naphack.9346

I’m really confused about this.
During the livestream devs said numbers won’t going to change for sPvP. However, in some thread about “new amulets for sPvP” we got an official response implying that Ferocity could allow amulets with it as primary stat to exist.
If Ferocity exists in sPvP too, I don’t get how are they going to keep overall numbers unchanged. Critical damage is just not equally cost effective for amulets, jewels and traitlines.

So, either they “lied” to us (they’ll attempt to keep things as unchanged as possible, but that won’t be 100% possible) or the damage formula is going to suffer substantial changes. Probably a combination of both.

They can adjust ferocity to have the same crit damage gain for spvp.
The reason for this is, that PvE items got totally arbitrary crit damage stats on them, with trinkets and small armor pieces being the ones with an insane crit conversion.

Ex. Full Berserker’s (PvP):
823 power, 644 Precision, 329 vitality, 20% crit

Full Berserker’s (PvE):
1087 Power, 745 Precision, 71 Crit

Now, there is some vita in there, but we can assume the following:
The PvP equip got two minor stat with the third split between vit and crit, so the crit will be the equivalent to (precision-vitality) stat points.

So 20% crit in pvp equal 315 stat points, while 71% crit in PvE equal 745 stat points.
1% crit in PvE is equal to 10 stat points, while the same 1% crit in PvP equals 15 stat points.
This is mostly due to trinkets and jewels having such absurd crit damage, which will get corrected in the patch. PvE crit damage can remain untouched, while the
PvE gear will be brought back in line.

According to this calculation, a conversion rate of 1 crit damage for 15 ferocity seems highly likely, as it makes things more equal between pvp and pve.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

How is ferocity going to work?

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Posted by: Vargamonth.2047

Vargamonth.2047

So 20% crit in pvp equal 315 stat points, while 71% crit in PvE equal 745 stat points.
1% crit in PvE is equal to 10 stat points, while the same 1% crit in PvP equals 15 stat points.
This is mostly due to trinkets and jewels having such absurd crit damage, which will get corrected in the patch. PvE crit damage can remain untouched, while the
PvE gear will be brought back in line.

But sPvP still provides the amulet itself (15% every 284 stat points, so 1% evey 19 points) and an interchangeable jewel (5% every kitten 1% every 9).
And then we have traitlines (1% every 10).

If they made every 15 ferocity points to grant 1% critical damage, that would reduce the amount gained from traitlines to 30% to 20%. Gear mixes, like soldier amulet with berserker jewel would aslo get a nerf.

The disparity on the jewel may deserve that correction, but what are they going to do with the critical damage traitline?
If it grants more than 300 Ferocity (or just 30% direct damage), that would like recognizing the stat as overall weak.
If it grants 300 points, thus 20% critical damage for being consistent with the amulet, that would be a hard to justify nerf.

Even if critical damage is granted at a better rate (so full crit damage power builds don’t get nerfed), the most probable change IMHO, there would still be a selective boost/nerf for several builds.

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Posted by: naphack.9346

naphack.9346

The problem with crit damage in its current form is exactly this. It’s totally arbitrary numbers.
Look at Buff Food: +100 power, 10% crit damage? Other Buff food gives 100 power, 70 precision, for example. I’m pretty sure, they won’t put the ferocity up to like 150 points on that one, so go figure.
Look at the other crit damage stuff. Many of them are crazy overpowered in comparison to armor pieces. Mostly due to Arena Net wanting to have round numbers.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

How is ferocity going to work?

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Posted by: stof.9341

stof.9341

The PvP amulet will remain the same. If the stat ratios can be decided from that, it’s exactly 1% crit damage every 19 Ferocity.