Ferocity mechanic

Ferocity mechanic

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Posted by: Mystic.5934

Mystic.5934

So… ferocity.
They said it will replace % critical damage in the upcoming future, and obviously no one here knows exactly how it’ll work, but I figured I’d ask anyways:
How will ferocity work?

What I mean:
currently, critical damage does this:
on a critical hit, damage = damage * (1.5 + % critical damage / 100). so 50% critical damage results in 2 times normal damage.
will ferocity also be a percent-based multiplier?
I got the impression that that was what made critical damage OP, and ferocity would be an addition to normal damage rather than multiply it:
on critical hit, damage = damage * 1.5 + ferocity

they said something like “full berserker builds will deal about 10% less damage”. I don’t recall them saying anything about just a little bit of critical damage. If it is additive, it would be a linear line instead of power, where as multiplicitive would still be power. This means that small amounts of ferocity would be almost the same damage increase as small amounts of % critical damage.

It’s the difference between:
full berserker gets 10% damage reduced, half berserker gets 5% damage reduced
and
full berserker gets 10% damage reduced, half berserker gets 1% damage reduced

(edited by Mystic.5934)

Ferocity mechanic

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Posted by: Belzebu.3912

Belzebu.3912

Basically it will keep the same thing, Ferocity will work for crit damage just like Precision work for crit rate.
Right now at lvl 80, 21 Precision = 1% crit rate, after the update lets say 15 Ferocity will be equal to 1% crit damage.
What Anet is balancing is that if you have full zerker gear your amount of Ferocity will be equivalent to 10% less crit damage than we have now, so if you have lower amount of zerker pieces in your build that proportion will be lower, so the “nerf” will be a lower number.

Charter Vanguard [CV] – HoD
Bardy Belzebuson – Ranger Sir Belzebu – Herald
(and the other 8 elite specs maxed too)

Ferocity mechanic

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Posted by: Thaddeus.4891

Thaddeus.4891

What Belzebu said is right. I’ll add that Anet is also working on a way to keep celestial viable. Because if they simply use the same system on celestial stats, that will destroy the gear since they have small amount of stats and high amount of crit damage.

Thaddeauz [xQCx]- QC GUILD

Ferocity mechanic

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Posted by: Mystic.5934

Mystic.5934

hmmmm, thanks for the confirm. Do you happen to have a source on that?

Ferocity mechanic

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Posted by: Thaddeus.4891

Thaddeus.4891

This is the official source :
http://www.twitch.tv/guildwars2/b/496005243

But its a rather long video and these devs are not the best at communication lol. You can read the resume on Dulfy, its really good and will give you the key information.

http://dulfy.net/2014/01/17/gw2-ready-up-skill-and-balance-developer-livestream-notes/

Thaddeauz [xQCx]- QC GUILD

Ferocity mechanic

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Posted by: Khisanth.2948

Khisanth.2948

Ferocity mechanic

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Posted by: Mystic.5934

Mystic.5934

“We’re adding a new stat to the game called ferocity which affects your critical damage multiplier, similarly to how precision affects critical chance.”
yeah, that does sound conclusive. kitten. was really hoping they would fix it rather than push it back.