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Critical damage


Marcus
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1 minute ago, MysticBlood said:

That means that there wont be a range of damage for example rail is currently 800-1600 the damage will be 1200 without spread.

The modual will resist all critical damage by 40% against all turrets if maxed. meaning it will take longer to land critical hits. 

As for the last question I'm not entirely sure. 

From WIKI... "Railgun: Default damage now ranges from 450 (Mk1) to 900 (Mk7+);"  LOL.

This can't be real...

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2 minutes ago, wolverine848 said:

From WIKI... "Railgun: Default damage now ranges from 450 (Mk1) to 900 (Mk7+);"  LOL.

This can't be real...

wow they will mess up rail harsher than I thought

Edited by MysticBlood

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3 minutes ago, wolverine848 said:

Questions...

(1) What does "Removed default damage range." mean?

(2) Rail - Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance;   Rail has a 50% chance for a critical?

(3) How do Critical modules work?

(4) How exactly does smoky Incendiary work?  If smoky mk7+ now has a 50% chance for critical, it does incendiary damage 50% of the time?

(1) current damage-range that some turrets have is being removed. E.g. Railgun has had a damage-spread of 800 to 1600. After this update, this range is gone and Railgun will only deal a fixed amount of damage excluding critical shots

(2) I guess so. Makes a bit sense, if I recall correctly Railgun will deal 900 damage for regular shots after this update, which is not a lot at all, so the turret should be able to compensate this lack of damage with strong and more frequent critical shots. Why there is chosen for this solution, and not e.g. 1100 damage with a smaller chance of critical, I don't know

(3) Damage received from critical shots is cut down. At max. the module resists 40% of the critical damage meaning that you will only receive 60% of it.  

(4) As far as I know status-inflicting shots are replacing stronger critical shots, just like as it's now, so I don't think anything will change regarding that aspect. 

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Magnum will now be underpowered because there is no critical damage added for the turret. I suggest that developers add critical damage to Magnum if all other turrets receive critical damage. That would be an unfair turn for Magnum players if no critical damage is applied to Magnum.

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Just now, MysticBlood said:

wow they messed up rail harsher than I thought

That critical damage is going to ignore Falcon modules. If anything this is a huge improvement, because rather than getting a 10% chance to crit like other turrets, Railgun is getting a 50% chance. 

 

8 minutes ago, wolverine848 said:

 

How exactly does smoky Incendiary work?  If smoky mk7+ now has a 50% chance for critical, it does incendiary damage 50% of the time?

Your maximum critical chance will be 50% at Mk7+, which is what it currently is now for all modifications. It's saying that whenever you get a critical hit with Smoky, it will apply the burning status, just like it does now.

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This Railgun favoritism is infuriating. All other turrets get critical damage that is equal to standard damage, with a low critical hit rate, but Railgun gets an incredible damage boost and very high crit rate.

Expect Railgun Hornet to be the most common combo for a few weeks (months?) until it is nerfed way later than it should have been.

Edited by ThirdOnion
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16 hours ago, sr2z said:

I'm calling this 1st April jokes. I'm not a fan of the new "status effect" augments... they ruin the game for me and othe non-buyers... Adding critical damage will remove all the skill from battles. All of it. So it must be = April Fools Day.

?

 

Edited by cosmic666
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2 minutes ago, MysticBlood said:

wow they will mess up rail harsher than I thought

Well.. I think that's just the beginning :))

 

 

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2 minutes ago, BloodPressure said:

(4) As far as I know status-inflicting shots are replacing stronger critical shots, just like as it's now, so I don't think anything will change regarding that aspect. 

Not sure what you mean.

Currently smoky mk7+ has ~ 20% chance for a Critical that does fixed damage of 800.

Incendiary (now) would have a 20% chance of adding burning damage instead of the 800 smoky dmaage.

With new Critical mechanics, it appears that Smoky incendiary will be applied 50% of the time, since they have a 50% chance of critical at mk7+.

 

And the web-patch notes does not specify default damage for many turrets - smoky being one of them...

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1 minute ago, MysticBlood said:

Yes but This feels like I got cheated out of my investments to upgrade rail to the max.

What? You will deal 1600 damage approximately every other shot. And it will ignore protection modules. This is a massive buff to Railgun.

Edited by ThirdOnion

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1 minute ago, ThirdOnion said:

What? You will get 1600 damage on average every other shot. And it will ignore protection modules. This is a massive buff to Railgun.

hmm LOL how silly of me.. well then Im glad i invested in railgun then XD ignore my last statement.. XD On the serious note it does get 50% chance because the reload is relatively slow and charge shot.

Edited by MysticBlood

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5 minutes ago, TheCongoSpider said:

That critical damage is going to ignore Falcon modules.

Where is this detailed?  I could not see anything regarding that when reading patch notes or above.  Maybe I missed it?

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Just now, wolverine848 said:

It does not.  It's 20% at mk7+.

That 20% figure is the average critical hit rate. The actual critical chance for a given shot varies, and is capped at 50%.

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1 minute ago, wolverine848 said:

Where is this detailed?  I could not see anything regarding that when reading patch notes or above.  Maybe I missed it?

8 hours ago, Marcus said:

Critical damage is a separate type of damage. It is not affected by protections.

 

Edited by ThirdOnion
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2 minutes ago, ThirdOnion said:

That 20% figure is the average critical hit rate. The actual critical chance for a given shot varies, and is capped at 50%.

Over 5 shots smoky hits critical once.  it is not every other shot.

With the new system, it appears it will be every other shot.

That's a huge difference.

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1 minute ago, ThirdOnion said:

 

Oh so I can always one-shot the ones who have falcon modules with my LCR if the critical shot happened.

To be honest I'm not a fan with this update though I liked how it will buff my LCR.. But in general I really dislike it especially with the new protection module that is must to be like Spectrum to be equipped instead of the other modules. Because it's like a protection from all of the turrets

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2 minutes ago, ThirdOnion said:

 

Then... until these new modules areout in circulation, why the heck would I use Incendiary, which can be negated entirely by HI?

Stock would be the way to go.

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4 minutes ago, wolverine848 said:

Over 5 shots smoky hits critical once.  it is not every other shot.

With the new system, it appears it will be every other shot.

That's a huge difference.

Nothing will change for Mk7+ Smoky. The patch notes say that the maximum critical chance will be 50%, which is exactly the same as it is now. Maximum critical chance and average critical chance are different. You are referring to average critical chance (aka critical rate).

Lower modifications of Smoky will have a reduced average critical rate because their maximum critical chance has been reduced.

Edited by ThirdOnion

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3 minutes ago, wolverine848 said:

Then... until these new modules areout in circulation, why the heck would I use Incendiary, which can be negated entirely by HI?

Stock would be the way to go.

Incendiary can be negated by HI even now . . . so what would change?

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