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5 minutes ago, ThirdOnion said:

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. 

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

The "maximum" and "average" critical chances are goofy and do not make sense.  Why the heck did they implement it that way.

And they describe all other Critical hits as "10% chance to deal it".  How does that work into the "max" and "min" chances?

Edited by wolverine848
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4 minutes ago, ThirdOnion said:

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

Until there's a lot of "critical modules" out there, criticals from stock can't be resisted, unlike Incendiary - where many players have the HI hull module.

And will not Critical Modules have a max resist value?  HI augents negate it entirely.

Edited by wolverine848
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13 minutes ago, wolverine848 said:

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...

I was mostly referring to the principle of criticals and status-effects, that is replacement of additional damage with burning-effect, hence I said that I don't think that anything will change.

But yes, the new critical mechanism does allow Smoky to fire 'critical' rounds more often. Taking that into account, I assume that Incendiary Rounds will fire ignited shots more frequently

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8 minutes ago, wolverine848 said:

The "maximum" and "average" critical chances are goofy and do not make sense.  Why the heck did they implement it that way.

And they describe all other Critical hits as "10% chance to deal it.  How does that work into the "max" and "min" chances?

Smoky's critical chance varies with each shot. It starts out negative, and then increases with every hit until it reaches its maximum value. So for example with Mk7+ Smoky, the first shot has a -50% chance (effectively 0%) to score a critical, the second -10%, third 40%, and then the fourth and all subsequent shots have a 50% chance. That's what the "maximum critical chance" refers to. Once a critical hit is scored, the chance goes back down to -50%.

The average critical rate takes into account the varying critical chances for each shot and refers to how often on average Smoky will score a critical.

After the update, Smoky Mk7+ will still have a maximum chance of 50% as it does now. It will remain unchanged. However, lower Mks will have their maximum critical chance decreased. As a result, they will score fewer critical hits on average.

Edited by ThirdOnion
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Okay if this update happens, think about it, it will greatly discourage camping and will make players focus more on the objective rather than staying in one spot during the whole match.

Edited by MysticBlood
Grammar

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4 minutes ago, wolverine848 said:

The "maximum" and "average" critical chances are goofy and do not make sense.  Why the heck did they implement it that way.

And they describe all other Critical hits as "10% chance to deal it".  How does that work into the "max" and "min" chances?

To be honest it's complicated and I haven't understood it.. But they did it with this way to make it as balanced as possible, to not make you sometimes maybe doing many shots without a single critical. And not even make you sometimes to shoot 2 critical in a row (which was happening before if I remember correctly).

By the way I really don't like this, I think it's better to be just a pure 20% chance. Not with their ways that make it's fatefully that you will do a critical hit after a determined amount of shots and you fatefully wont do a 2 criticals in a row. Which have removed all of the luck and fun in the critical shots. Though it seems balanced, but I ask.. where is the fun on that ? and why you named it as a random/critical.

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5 minutes ago, ThirdOnion said:

After the update, Smoky Mk7+ will still have a maximum chance of 50% as it does now. It will remain unchanged. However, lower Mks will have their maximum critical chance decreased. As a result, they will score fewer critical hits on average.

What will the average smoky critical be?  20% - same as now?  So it will have a completely different critical mechanism than all other turrets?

What is the average critical chance of all the other turrets?  Will be 10%?  So smoky will have ~ 2x the critical chance? 

Edited by wolverine848
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Can't wait to get Titan AP-hull augment and the new Critical module.  Having only two turret modules will be a small price to pay for cutting a LOT of turrets damage in half.

 

And Spider modules... guess no point in upgrading those. 1500 damage.  LOL.

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I for real hope this is a joke. I do NOT like the idea of critical damage on every turret, now combat is COMPLETELY luck and gear based, skill doesnt even matter anymore. 

Also, JUGGERNAUT HAS CRITICAL??? That means a juggernaut will do 6000+ damage if the critical factor is 2x. 

if this update is fr im leaving the game. 

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Just now, wolverine848 said:

You went out of your way to list 18 augments, which are really 2 different augments for each turret - they are the same thing.  And Adrenaline - yeah it does give a boost - a small one, and only under certain conditions.

Yes, but if you do own one of those 18 Augments, there really is no reason at all to use the Default version of the turret. 

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What this update actually says is that from now, some of the other tanks' shots at you will ignore your defence modules against their weapon. And that for several hundred Euros invested in ultra containers, Tanki will let you buy redemption against this annoyance.

You might see something positive in this update if you generally think that defence modules should be devalued. However, this technique of deliberately annoying players and customers and offering redemption only for serious money is not a successful development path for a game. While Alternativa might make some one-time money with those seeking to buy this redemption, many players and customers who do not like being deliberately annoyed will leave the game, and Alternativa will never again make money with them, while at the same time damaging their product by decreasing the number of players.

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47 minutes ago, wolverine848 said:

It does not.  It's 20% at mk7+.

 

Ignore that in-game garage parameter. Focus on the inner workings of the new critical hit accumulation that was implemented in January. All Smokies currently start at -50% chance at spawn, and can only go as high as +50%. The chance step parameter is how much your critical chance increases with each shot. 

 

Mk7+ Smoky had a chance step % of 40%. Meaning at spawn, the critical hit chance scene would look like: -50%, -10%, +30%, +50%. That means your third shot has a 30% chance to be a critical hit. Your 4th shot has a 50% chance to be a critical hit, and any other shot after that will have at most a 50% chance, until anl critical hit occurs and puts the chance down to -50%, starting the cycle againd. That is the maximum critical chance. 

 

This update will limit the maximum critical chance for modifications lower than Mk7+. Mk1 Smoky will now have a maximum critical chance of 20%. 

 

Mk1 critical hit scheme before update: 

 

-50, -30, -10, +10, +30, +50, +50, +50, +50, +50, +50      (maximum critical chance is 50%)

 

Mk1 critical hit scheme after update:

 

-50, -30, -10, +10, +20, +20, +20, +20, +20, +20, +20       (maximum critical chance is 20%)

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58 minutes ago, wolverine848 said:

What will the average smoky critical be?  20% - same as now?  So it will have a completely different critical mechanism than all other turrets?

What is the average critical chance of all the other turrets?  Will be 10%?  So smoky will have ~ 2x the critical chance? 

Yes, Smoky will have a unique mechanism - the one it already has, involving variable critical chance. For Mk7+ yes the average crit rate will be around 20%. For lower modifications I'll have to do some calculations to work it out, but I estimate that it will be significantly lower.

Other turrets will have a fixed critical chance - 10% chance of a critical on every shot, and thus 10% average chance.

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10 minutes ago, ThirdOnion said:

Yes, Smoky will have a unique mechanism - the one it already has, involving variable critical chance. For Mk7+ yes the average crit rate will be around 20%. For lower modifications I'll have to do some calculations to work it out, but I estimate that it will be significantly lower.

Other turrets will have a fixed critical chance - 10% chance of a critical on every shot, and thus 10% average chance.

I'll make a simple table to explain real quick;unknown.png

The above holds true for max smoky, with no alteration of crit variables, so from the 3rd shot and onwards you have a chance to crit, which caps at a simple heads or tails. 2 shots act as basic fodder always.

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Introduction of this critical damage mechanism would not harm f2p players. The random damage mechanism has little visible effect, for weapons like thunder or railgun, the chance of you launching one extra shot to eliminate opponent is negligible. However this critical damage mechanism would be different, as it ignores double armor, which thought of balance the game as well as nurfs ap or some other augments. But introducing that critical protection thingy is really bad idea, honestly this game really need a visionary game designer, focusing on short term gain is truly stupidity.

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1 hour ago, ThirdOnion said:

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

More like less than a day?

1 hour ago, RIDDLER_8 said:

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.

If it doesn't increase the numbers of Griffin users then that would be great.

 

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1 hour ago, wolverine848 said:

And Spider modules... guess no point in upgrading those.

As someone who uses Spider module, I gonna disagree with you. 1,500 damage may not look like a lot but it can still make a difference. 

Even without its crit damage, still makes a difference if you have to tank couple mines.

Edited by FrozenRailgun

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3 minutes ago, LONDON.ENGLAND said:

I have the sorted ammunition augument for smoky, previous it guaranteed a crit every 4 shots. Just checked the wiki and it’s saying it’s 100% crit now? 

The Wiki always said that. And nothing will change with your Sorted Ammunition's critical hit chances. 

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1 hour ago, ThirdOnion said:

Yes, Smoky will have a unique mechanism - the one it already has, involving variable critical chance. For Mk7+ yes the average crit rate will be around 20%. For lower modifications I'll have to do some calculations to work it out, but I estimate that it will be significantly lower.

Other turrets will have a fixed critical chance - 10% chance of a critical on every shot, and thus 10% average chance.

So in effect, low and mid-range smoky's have been nerfed, if all other turrets get a critical hit fixed at 10% (regardless of m-level) and smoky needs to upgrade up to mk7+ in order to get what it had before.

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51 minutes ago, FrozenRailgun said:

As someone who uses Spider module, I gonna disagree with you. 1,500 damage may not look like a lot but it can still make a difference. 

Even without its crit damage, still makes a difference if you have to tank couple mines.

Does DA affect mines?  If so, it's 750.  Big deal.  Not worth upgrading spider unless you have nothing else to spend on.

Put another way... Spider mines were the last thing I bought when they could actually do decent damage.  Now that they do a lot less...

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6 minutes ago, wolverine848 said:

So in effect, low and mid-range smoky's have been nerfed, if all other turrets get a critical hit fixed at 10% (regardless of m-level) and smoky needs to upgrade up to mk7+ in order to get what it had before.

Correct, but the upside is that the critical damage from Smoky will not be reduced by Smoky protection modules. 

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If this update is an actual thing, then all battles will be like Siege, maniacal. 

 

I hope this is an April Fools joke lol. If not I'm going to be playing Minecraft and League of Legends instead. 

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