(edited by Exun.7825)
Calculation of Critical Chance VERY bizarre
916 is not a random number. Base precision at 80 is 1000. 1000 – 916 = 84. 84/21 = 4. 4% was the base critical chance at 80 from launch. The discrepancy reported on the Wiki indicates that base critical chance seems to actually be 5% (1000-895)/21 = 5
If you look at some of the different formulae shown in the the older pages on Precision in the Precision History tab, you’ll see that the formula has been moving toward simpler over time, perhaps with the intent of making it easier for different players to predict the effect of added precision to their builds, while also keeping Precision as a base stat rather than treating it like Ferocity and preserving the 4% (or 5%) base chance.
916 is not a random number. Base precision at 80 is 1000. 1000 – 916 = 84. 84/21 = 4. 4% was the base critical chance at 80 from launch. The discrepancy reported on the Wiki indicates that base critical chance seems to actually be 5% (1000-895)/21 = 5
If you look at some of the different formulae shown in the the older pages on Precision in the Precision History tab, you’ll see that the formula has been moving toward simpler over time, perhaps with the intent of making it easier for different players to predict the effect of added precision to their builds, while also keeping Precision as a base stat rather than treating it like Ferocity and preserving the 4% (or 5%) base chance.
Thanks for your answer. How does 916, or 895 scale with the character level ? I believe that atm nobody really know that or even care about. To me an equation is true only when it’s application domain is total, including the level as input.
Having an equation only true for lvl 80 is very frustrating
How did people managed to find out that heros panel is false ? statistical tests ? is the thing proved ? Anet should know about that, I guess they would have done something if it were true. If it is then why didn’t they fixed it yet ?
If I understand well, when you have 99% or might be less if the delta is increasing, you actually never land a not critical hit, which means the displayed info should be 100% ?
Thanks for your answer. How does 916, or 895 scale with the character level ? I believe that atm nobody really know that or even care about. To me an equation is true only when it’s application domain is total, including the level as input.
Having an equation only true for lvl 80 is very frustrating
ANet will doubtless have a table with level on one axis and base precision with no gear at that level. They then would plug the values from the table shown on the wiki Precision page to get precision values for each level. Even if the precision values only change every few levels, the divisor (21 @ 80) changes in a linear fashion at each level, so it would seem there is indeed a somewhat different equation for every level. What the various equations use in place of 916 or 895 is doubtless based on what the base chance to crit with no precision from gear or traits is intended to be. I suspect these numbers would also have to change.
How did people managed to find out that heros panel is false ? statistical tests ? is the thing proved ? Anet should know about that, I guess they would have done something if it were true. If it is then why didn’t they fixed it yet?
If I understand well, when you have 99% or might be less if the delta is increasing, you actually never land a not critical hit, which means the displayed info should be 100% ?
Heh, they haven’t fixed a lot of things. Also, since the wiki is fan created, there is no guarantee that it is correct. I suspect they would have had to do in-game testing with large sample sizes. The display in the Hero Panel shows 4% for a character who has only base Precision. For me to be willing to state definitively that 5% is accurate, I would have to do a lot of testing and post my findings on the discussion page — which I don’t see.
ANet will doubtless have a table with level on one axis and base precision with no gear at that level. They then would plug the values from the table shown on the wiki Precision page to get precision values for each level. Even if the precision values only change every few levels, the divisor (21 @ 80) changes in a linear fashion at each level, so it would seem there is indeed a somewhat different equation for every level. What the various equations use in place of 916 or 895 is doubtless based on what the base chance to crit with no precision from gear or traits is intended to be. I suspect these numbers would also have to change.
Yes these numbers change and a lot, the two tables are easy to calculate, I have it if you want to throw an eye. every two levels you have big increasing steps like up to +42 or more, and in between those big increase you have decreasing step like -1,6. absolutely not consistant at all.
Heh, they haven’t fixed a lot of things. Also, since the wiki is fan created, there is no guarantee that it is correct. I suspect they would have had to do in-game testing with large sample sizes. The display in the Hero Panel shows 4% for a character who has only base Precision. For me to be willing to state definitively that 5% is accurate, I would have to do a lot of testing and post my findings on the discussion page — which I don’t see.
That’s too bad. If there is a wiki page, even if it’s not true science, they have probably consider the thing.
Alright, time to stop complaining and suggest solution.
What is weird in my opinion :
- The precision obtained from the leveling is absurd : we get plenty of it and it gives only 4% all the time, at every level. This is inconsistent.
- Also it has no impact on additional precision scalling obtained from equipment nor in any parameter of the equation. So it shouldn’t be part of the formula.
- the formula has useless complexity
How things should be in my opinion :
- Precision should not be a primary attribute, it should start from 0 like ferocity. No precision obtained from leveling up.
- Critical chance still should have a minimum of 4% or 5% (0 % it’s not realistic, luck can sometimes happen even for unskilled character. Actually I think that for the same reason, 100% should not be realistic, because the opponent could also have luck).
- The formula should become simpler
- The formula should also be fixed and be consistent with in game results
What do you think guys? I would like to have more opinions. Would this be doable ? Relevant ? Realistic ? A good thing for the game? Too much effort for what we get ?