(edited by Deimos Tel Arin.7391)
why not every 20 precision = 1% crit
This way, marauder amulet would give you maybe 10% more crit than now, so increasing base % and decreasing points needed in order to gain % is just inviable, the two increased or the two decreased…
EDIT: I thought it was 18 points, not 21… that said, I agree 20=1% is way better for calculations, but then it should be decreased into a 0%… All in all, if you can get Fury you gain a 20% crit without any prec, not that bad
(edited by Krysard.1364)
If we’re going to make things round numbers, I’d like to make the base chance at 5%. That’s 1/20 hits is a critical chance. In my opinion, 10% base is just slightly too high.
As for the calculation, 20 points per 1% chance sounds fine. It is curious why it’s 21 instead of 20.
This way, marauder amulet would give you maybe 10% more crit than now, so increasing base % and decreasing points needed in order to gain % is just inviable, the two increased or the two decreased…
EDIT: I thought it was 18 points, not 21… that said, I agree 20=1% is way better for calculations, but then it should be decreased into a 0%… All in all, if you can get Fury you gain a 20% crit without any prec, not that bad
just 8.5 % more.
currently, base critical chance at 1000 precision is 4% and every 21 precision after that gives 1%
mara amulet gives 1050 precision or 50% critical chance increase 1050/21 = 50
if base critical chance at 1000 precision is 10%, that be a 6% increase and every 20 precision gives 1% , 1050 precision would become 52.5% critical chance so a 2.5% increase hence 6 + 2.5 = 8.5% critical chance increase, well, close enough to 10% anyway though.
yes, fury gives 20% flat which is a nice boon to have.
still i wish the base critical chance would be higher than 4% though.
1 in 25 is just too low.
If we’re going to make things round numbers, I’d like to make the base chance at 5%. That’s 1/20 hits is a critical chance. In my opinion, 10% base is just slightly too high.
As for the calculation, 20 points per 1% chance sounds fine. It is curious why it’s 21 instead of 20.
hmmm 5% seems fair as well. better than 4% anyway.
thanks for the feedback!
bump to seek more fresh feed back.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
changed the topic in hopes of getting more feedback.
also gonna post this in the pve forums.
bump to seek more fresh feed back.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
It might be confusing if the Equipment tab didn’t show you exactly what your resulting Crit Chance was…
Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger
Or simply give us a base crit chance of 7.52% so we actually get the advantage of higher precision from the stat changes.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
Nope. The entire reason they have precision and ferocity is so they can tweak the conversion ratio as needed.
Or simply give us a base crit chance of 7.52% so we actually get the advantage of higher precision from the stat changes.
that should be how it should be in the first place. but no they gave us 4% instead.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
Nope. The entire reason they have precision and ferocity is so they can tweak the conversion ratio as needed.
but surely you can agree that 20 precision per 1 critical chance is much better right?
changed title again.
need more feedback.
surely there are a lot more people who agrees that it should be every 20 precision equal 1 critical chance !!!
I see no reason to increase the base crit chance to 10%. Of course you shouldn’t be able to do something if you don’t invest into it. Power builds don’t use conditions because they don’t invest in condition power, why would a build that doesn’t invest in precision get crit chance? As for making 20 precision equal 1% crit chance… Alright I guess? Not much reason but okay. I’d rather they focus on doing other stuff.
When I heard about the stats brought to 1000 baseline, I was excited about the precision actually. Guess I was deceived.
If there were to change 1% critical chance equals 20 precision, that means at 1,200 precision players will get ~4% critical chance increase.
If that was to happen, the inherit 4% chance to critical will have to go away. Which, I am perfectly okay with. How does someone with absolutely 0 precision have a chance to get lucky?
_
There is a lot that needs to be done with the critical stat line. In my opinion only player attacks can critically hit and not traits, runes or sigils. This would allow ArenaNet to safely buff a lot of stuff without getting into that 1-shotting Chill of Death bullkitten Necromancers had last meta.