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Round Destabilization Critical Chance?


Me0w_XP
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Hey, I'm wondering what the critical chance for Round Destabilization is exactly.

The EN wiki says nothing about changing critical chance, and the DE wiki says "Minimum chance =30%" as one of the advantages, which I don't quite understand.

The EN patch notes said that it no longer increases critical chance.

Someone (I believe it was TheCongoSpider) said that it's 50% now? But watching a recent gameplay video, it seems rather low for it to be 50%.

Does anyone know what the chance is?

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2 hours ago, Me0w_XP said:

Hey, I'm wondering what the critical chance for Round Destabilization is exactly.

The EN wiki says nothing about changing critical chance, and the DE wiki says "Minimum chance =30%" as one of the advantages, which I don't quite understand.

Trust the DE Wiki. 

 

2 hours ago, Me0w_XP said:

The EN patch notes said that it no longer increases critical chance.

Railgun has gone through a few iterations since the critical damage update, summarised here:

 

Iteration 1 (Started March 26th, 2021)

Initial Chance: 50%

Maximum Chance: 50%

Minimum Chance: 50%

Chance step: +50%

 

Iteration 2 (Started April 1st, 2021)

Initial Chance: 50%

Maximum Chance: 50%

Minimum Chance: 10%

Chance step: +40% (effectively)

 

Iteration 3 (Started 15th October, 2021)

Initial Chance: 50%

Maximum Chance: 50%

Minimum Chance: 50%

Chance step: +50%

 

Iteration 4 (Started 8th April, 2022)

Initial Chance: 30%

Maximum Chance: 30%

Minimum Chance: 30%

Chance step: +30%

 

Iteration 5 (Started 27th May, 2022)

Initial Chance: 30%

Maximum Chance: 30%

Minimum Chance: 0%

Chance step: +5%

 

What you're referring to there was its parameters during Iteration 4. Rather than augments, Railgun mostly has alterations for crystals. Round Destabilisation's place among the crystal augments was allowing you to deal the 1,510 critical damage 50% of the time rather than 30% of the time, in exchange for halving your normal damage. When Railgun was changed to Iteration 5, its new place among the crystal augments was halving your normal damage and slightly longer shot delay, but allowing you to deal devastating damage with a flat 30% chance, but...

2 hours ago, Me0w_XP said:

Does anyone know what the chance is?

...During its first week, it was following Stock's critical hit scheme of 30, 0, 5, 10, 15, 20, 25, 30 etc. instead of the intended 30, 30, 30, 30, 30, 30 etc.. I believe it was on either the 5th or 6th of June when it was fixed, and now follows the intended flat 30% chance per shot. 

 

2 hours ago, Me0w_XP said:

and the DE wiki says "Minimum chance =30%" as one of the advantages, which I don't quite understand.

This is what allows it to achieve a flat 30% chance. The minimum chance is what your current critical hit chance drops to after you achieve a critical hit. Without this paramater on Round Destabilisation active, it would have went down to 0% and have to build up by +5% with every successful hit, which of course means -50% normal damage on all of those shots and results in a drastically reduced critical hit rate. 

 

2 hours ago, Me0w_XP said:

Someone (I believe it was TheCongoSpider) said that it's 50% now? But watching a recent gameplay video, it seems rather low for it to be 50%.

I don't recall saying this about Round Destabilisation, unless that post was made during Iteration 4, 

Edited by TheCongoSpider

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9 hours ago, TheCongoSpider said:

This is what allows it to achieve a flat 30% chance. The minimum chance is what your current critical hit chance drops to after you achieve a critical hit. Without this paramater on Round Destabilisation active, it would have went down to 0% and have to build up by +5% with every successful hit, which of course means -50% normal damage on all of those shots and results in a drastically reduced critical hit rate. 

 

Hm, I see. Thanks for the clarification.

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On 7/25/2022 at 12:12 PM, Me0w_XP said:

@TheCongoSpider I don't see it in the patch notes anywhere.

As I explained in the PM, the Patch Notes state changes to the maximum critical chance. Other changes are undisclosed (for whatever reason). I remember there was a particular RU Patch note that had the minimum and chance step changes of Shaft when its maximum chance was increased to 20%. 

It went from 0, 10, 0, 10, 0, 10 to 0, 5, 10, 15, 20, -4

 

For 8 months after the critical hit update, the standings were that every turret's (sans Railgun and Smoky) initial critical chance was 0% and would instantly rise to whatever was their maximum critical chance on the next hit. Thunder was the first turret to break that cycle when it's splash damage was nerfed and it's critical hit rate became a fixed 15% chance per shot. Shortly after, the big update of December that decreased the effective ranges of the short and medium range turrets/firing modes also had changes to the critical hit chances for the mentioned turrets. 

 

The Patch Note stated their maximum critical chances were being increased from 10% to 12%. What they didn't disclose was that the initial chance was also increased from 0% to 12% meaning from that point on, every turret was able to deal critical damage on their first shot after spawning. They also did not disclose that the chance step was reduced to 4%. So most went from 0, 10, 0, 10, 0, 10 to 12, 0, 4, 8, 12. 

Twins went from 0, 25, 0, 25, 0, 25 to 25, 0, 5, 10, 15, 20, 25. Thunder went grom flat 15% to 15, 0, 5, 10, 15. 

 

The chances are different now, of course, but some turrets use the same critical hit scheme. I can post them for you if you'd like that. 

 

On 7/25/2022 at 12:12 PM, Me0w_XP said:

@TheCongoSpider One more question- where was the critical chance updated to 0, 5, 10,... 30? I don't see it in the patch notes anywhere.

As for the answer to this question, that happened in this Patch specifically. 

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On 7/4/2022 at 10:02 PM, Me0w_XP said:

Hey, I'm wondering what the critical chance for Round Destabilization is exactly.

The EN wiki says nothing about changing critical chance, and the DE wiki says "Minimum chance =30%" as one of the advantages, which I don't quite understand.

The EN patch notes said that it no longer increases critical chance.

Someone (I believe it was TheCongoSpider) said that it's 50% now? But watching a recent gameplay video, it seems rather low for it to be 50%.

Does anyone know what the chance is?

On 7/5/2022 at 12:18 AM, TheCongoSpider said:

This is what allows it to achieve a flat 30% chance. The minimum chance is what your current critical hit chance drops to after you achieve a critical hit. Without this paramater on Round Destabilisation active, it would have went down to 0% and have to build up by +5% with every successful hit, which of course means -50% normal damage on all of those shots and results in a drastically reduced critical hit rate. 

I've been meaning to do this for a while but only recently have I been using Iteration 5 Round Destabilisation often. Similar to my Ultra Container sample following the stated drop rates, I wanted to see if RDS would also follow a 30% critical chance. Played a bunch of battles with it and recorded 601 total hits. Of those 601 hits, 192 of them were critical hits which comes towards ~32% of shots being critical hits. So it checks out. 

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On 8/23/2022 at 4:09 PM, TheCongoSpider said:

I've been meaning to do this for a while but only recently have I been using Iteration 5 Round Destabilisation often. Similar to my Ultra Container sample following the stated drop rates, I wanted to see if RDS would also follow a 30% critical chance. Played a bunch of battles with it and recorded 601 total hits. Of those 601 hits, 192 of them were critical hits which comes towards ~32% of shots being critical hits. So it checks out. 

Ah, sweet! I actually performed this experiment by watching this one battle: https://www.youtube.com/watch?v=X6dA06c9IQg

It was a perfect 30% ratio.

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