Why more then 500 critical chance is not useless

General Discussion Started Last reply 24 posts
Chance of receiving Critical Damage - 35%
chance of receiving Critical Attacks -35%

Chance of receiving a critical attack - 5%.
-3% chance of receiving a critical attack.

decreases received Critical Damage by 30%

*************

If you have 500 critical rate and fight vs a -30% critical chance buff = it's like having 350 critical chance.

If your total critical chance is 600 vs a -30% critical chance buff (the whole critical is taken into consideration ) = it's like having 420 critical chance.

Enjoy.
you cant have more than 500 crit on your character, being that p.crit or m.crit, rest of the text is useless.
Wasnt crit chance capped to 500?...
cap means cap, 500 is max so with debuffs u will have less
dafuq, critical cap has always been 500.
Lol
the basics of the math

500 is capped

Player has -100 crit

you now have 400

you go over crit cap (displayed amount if 500)

Actual amount is 600

Player with -100 crit

you still have 500 crit.

Now the problem here is simple. Do you have 600 crit or do you still have 500 crit with the +100 being disregarded.

Answer: Who knows cause i don't.
And still skill enchanting at 97% fails.It's all about chance;
the basics of the math

500 is capped

Player has -100 crit

you now have 400

you go over crit cap (displayed amount if 500)

Actual amount is 600

Player with -100 crit

you still have 500 crit.

Now the problem here is simple. Do you have 600 crit or do you still have 500 crit with the +100 being disregarded.

Answer: Who knows cause i don't.


A 500 cap doesn't mean "u see 500 tops". It means "i HAVE 500 tops". So having 600 is impossible. You get 500 TOPS bcos it's capped at 500 as a max.
Maybe the loons will understand it if explained differently.

Think of it in terms of scaling.

500 Crit is 50% Crit Rate.

600 Crit is 50% Crit Rate.

1000000 Crit is 50% Crit Rate.

Basically, Crit stops scaling past 500, just as Casting Speed stops scaling past 1999.

Therefore, the effect of a -30% Crit Rate debuff on 600 Crit is the same as on 500 Crit, since 30% of a 50% Crit Rate (500 Crit) = 30% of a 50% Crit Rate (600 Crit)
A 500 cap doesn't mean "u see 500 tops". It means "i HAVE 500 tops". So having 600 is impossible. You get 500 TOPS bcos it's capped at 500 as a max.

You failed to read what i said. Just because the game shows you that you will hit at a 500 crit doesn't doesn't mean the game is telling you what your crit rate actually IS. just because you Cannot go Past 500 crit rate according to the stat window doesn't mean you actually LOSE that crit rate if you get hit by crit reduction. Try reading what I said and offer up the evidence or at least less of a condescending tone to explain if the game ACTUALLY disregards how high your crit rate IS or how high the crit rate is capped at.

Some games DO work this way. If you are capped at 500 Crit a skill doesn't neccessarily hard nerf your CRIT stat, it could soft nerf the total Number of crit you are actually carrying. IE. What I freaking said in the first place.

Maybe the loons will understand it if explained differently.
*
Think of it in terms of scaling.
*
500 Crit is 50% Crit Rate.
*
600 Crit is 50% Crit Rate.
*
1000000 Crit is 50% Crit Rate.
*
Basically, Crit stops scaling past 500, just as Casting Speed stops scaling past 1999.
*
Therefore, the effect of a -30% Crit Rate debuff on 600 Crit is the same as on 500 Crit, since 30% of a 50% Crit Rate (500 Crit) = 30% of a 50% Crit Rate (600 Crit)

Also calling me people "LOONS" doesn't make your point any more or less valid.

a 30% hit to 600 crit is NOT the same as a Hit to 500 crit

30% of 600 is 180

the game calculated that you are at or over

->500

And the 30% loss is -180

But as the game MAY NOT throw away the 600 number that means -180 from 600 Putting you at

crit 420

30% of 500 is 150

-150 crit If the gameDISREGARDS the extra 100 Over crit stat you now have

350 Crit, WHICH is a 70 crit rate difference.

Which the OP is saying if you have more than 500 crit, and get hit by a crit reduction skill But you actually have a TOTAL number of say 750 crit The -30% crit rate will still leave you at the CAPPED 500.

I'm not even saying you are wrong, but Stop being a tool and provide proof and proper explanation over disregarding what people are attempting to say.
Any sources that say that the game will identify you to have still 500- if you stacked crit rate- when you are in a situation of when a buff/debuff might put you below 500 even tho such is not being shown in stat window?

I got curious cause nobody can proove either side unless one shows actual evidence. Cause you are all assuming.

TBH i assume the game disregards any aditional critical you might have the moment crit dodge passives act. It sees you have 500 at that exact moment and becomes 35% reduced from that number and doesn't take into account any other crit rate you have added.
TBH i assume the game disregards any aditional critical you might have the moment crit dodge passives act. It sees you have 500 at that exact moment and becomes 35% reduced from that number and doesn't take into account any other crit rate you have added.

This. Of course it's all just assumption unless we can see the actual code. But I also believe that the game takes the current crit rate (500), applies the reduction and then does NOT go back and think "oh, but he COULD have more crit rate with his buffs/SA/..., so let's calculate again". The debuff comes at the end, after everything else has been calculated (and, if necessary, capped to 500). You don't get to "redo" the buff calculation after the debuff is applied. Your current effective crit rate IS 500, so that's the number which the debuff calculations are based on, end of story.
There is a very simple way to test it !

Use Tribunal skill on a dagger with more then 500 critical rate.

Tribunal / Lv. 10


Inflicts holy damage on the enemy with 1841 Power added to P. Atk. and greatly provokes the enemy. For 30 seconds, decreases Critical Rate by 50% and Resistance to every type of close range weapon by 20. Requires a sword or blunt weapon to be equipped. Over-hit and critical hit are possible.
________________________________________

A 500 would become 250.
A 510 would become 255
A 600 -> 300
Good luck testing 250 vs 300 crit rate.. I wanna see results..
Actually vs another othell rogue & yul archer with buff is 65% critical rate reduction.

That is why they have skills like

Mind's Eye
For 1 minute, opens the eye of infinity to increase Accuracy by + 40, Critical Rate by + 250, and Critical Damage by + 130%.

Sniper Stance
Increases P. Accuracy by 9, range by 250, and Critical Rate by 35% when a bow or crossbow is equipped. Decreases Atk. Spd. by 20%. When pinpoint shot is used, chance of half-kill.

&

Angel of Death
Momentarily increases Speed by 34, P. Evasion by 40, skill Evasion by 45, Critical Rate by 45%, and resistance to debuffs by 80. Triggers Crippling Poison on enemies attacking you. Requires a dagger/dual dagger to be equipped.

Maximum Critical
Increases Critical Attack Power by 609 for 20 seconds. Incraeses frontal Critical Rate by 30%, side Critical Rate by 30%, and rear Critical Rate by 60%. During a critical attack, 50% chance of triggering Maximum Critical level 2.

That obviously push the critical rate way over 500.
Also calling me people "LOONS" doesn't make your point any more or less valid.

a 30% hit to 600 crit is NOT the same as a Hit to 500 crit

30% of 600 is 180

the game calculated that you are at or over

->500

And the 30% loss is -180

But as the game MAY NOT throw away the 600 number that means -180 from 600 Putting you at

crit 420

30% of 500 is 150

-150 crit If the gameDISREGARDS the extra 100 Over crit stat you now have

350 Crit, WHICH is a 70 crit rate difference.

Which the OP is saying if you have more than 500 crit, and get hit by a crit reduction skill But you actually have a TOTAL number of say 750 crit The -30% crit rate will still leave you at the CAPPED 500.

I'm not even saying you are wrong, but Stop being a tool and provide proof and proper explanation over disregarding what people are attempting to say.
NO.

Crit Avoidance Decrease Buffs are on the OTHER PLAYER, NOT YOU. It is NOT a debuff on you, which is how you're trying to explain this stuff. Fundamentaly flawed methodology and explanation.

That means you still only have 50% Crit and that's what the buff is checked against. It's not checked against some useless overbuffed crit. It is not a debuff on you, it is a buff on them.

This means the buff is decreasing a 50% crit rate by 30%, period. You will crit them at 35% rate whether you have 500 or 1 million P.Crit Chance. Going above 500 is useless.

It's simple math, and it's a simple observation.

It should have been obvious when you realized the Crit Avoidance buff was on the target and it wasn't a debuff on you. Really, how is it reducing your P.Crit value? It's not touching it. It's still 600, but since Crit Doesnt' scale past 500 501-600 gives you nothing. The check for whether or not the Crit is Avoided happens when the attack is fired and if the crit roll is TRUE, not before. That's why it cannot work the way you say it does. It does not happen before that.

Even with 600, your Crit Rate is 50% and with that buff they will avoid 30% of a 50% Crit Rate, meaning your effective Crit Rate is approximately 35% on that person - period.

All this loonish talk about decreasing crit values is useless. It doesn't even work that way. Crit Avoidance buffs don't debuff crit rates simply by existing. They only avoid crits that happen, not theoretical crits. They don't affect P.Crit values and scaling, so the P.Crit numbers have nothing to do with it.

The only thing that is factored in is whether the attack that player recieves is a lands and is a crit. If so the buff will roll at a 30% probability whether or not the attack is avoided.

I have absolutely no clue where you got this drivel from, but you obviously don't understand the mechanics behind crit avoidance.

Illustration:

You: 600 P.Crit = Effectively 50% Crit Rate
Them: 30% Crit Avoidance

You fire an attack.
<Game Roll: Hit = True>
<Game Roll: Crit = True>
<Game Check: Crit Avoidance = True = 30% Probability>
<Game Roll: Avoid (@ 30% Probability) = True or False?>

^ Look at that and think about it. Your P.Crit value has nothing to do with how often the buff avoids a crit. The only thing it changes is how often you pass the crit roll check on an attack. The player with that buff will ALWAYS avoid 30% of crits they recieve. ALWAYS (30% or close). It does not touch your P.Crit Value. It doesn't care what your P.Crit Value is. It really doesn't. If the attack is a crit, period, they have a 30% chance to Avoid it whether you have 1 Crit or 1 Million. It's a set value.

It doesn't debuff your Crit Rate, it just buffs their crit Avoidance.

Crit above 500 Doesn't scale, and is useless. The buff has nothing to do with your character P.Crit attribute.

What you're peddling here is useless drivel.

1. You're trying to treat a buff on another player like a debuff on you.

2. Even if it was a debuff, it doesn't work that way. That has been proven because people have been hitting the crit cap for years and debuffs like Seal of Despair debuff P.Crit Rate (by 30%, in fact). If you have over 500 Crit when the debuff lands the game reads it as 500 and debuffs that. You don't get to benefit from overbuffed/overgeared crit. That is why Focus SA has fallen out of favor except mostly for Blunt Weapons. Buffs and gear can ap many players easily, so they do Damage instead (archers/daggers mostly).

Other stats that can be overbuffed/overgeared, like Casting Speed on a Light Elf, work the same. Go test it with Curse of Abyss (-30% casting speed).

The devs are pretty bad, but they aren't necessarily stupid.
Crit Avoidance Decrease Buffs are on the OTHER PLAYER, NOT YOU.
this
people didnt understood op question at all. all decrease crit are buffs not debuffs, one of my passive skill is just like that
Maximums critical & other arches skills are useless skills then.

You already have maximum critical without the self buff.
First - Stop confusing reduced critical damage and reduced chance of recieving critical damage, the first is to the quantity of damage (e.g. chant of shielding, harp melody this days) and the second for the actual chance of recieving criticals at all (Yul/Othell light armor passives, not sure if there are more)

Second - please dont include Rogues Angel of Death since it refers to Blow Land Rate, haven't checked if it increases critical rate also, but i really doubt it a lot!

And about the critical being over 500 to help with the reduction, the commom math makes sense, but usually L2 math has no sense at ALL
Wating for someone to make an actual test with this
You want us to perform a test because while the common math makes sense and the mechanics are well known and fairly well documented, you are bittle somehow and don't think the game is adhering to fairly elementary arithmetic (in the grand scheme of things)?

Are you trolling us?
First - Stop confusing reduced critical damage and reduced chance of recieving critical damage, the first is to the quantity of damage (e.g. chant of shielding, harp melody this days) and the second for the actual chance of recieving criticals at all (Yul/Othell light armor passives, not sure if there are more)

Second - please dont include Rogues Angel of Death since it refers to Blow Land Rate, haven't checked if it increases critical rate also, but i really doubt it a lot!

And about the critical being over 500 to help with the reduction, the commom math makes sense, but usually L2 math has no sense at ALL
Wating for someone to make an actual test with this

http://www.l2archive.com/

Angel of Death
Momentarily increases Speed by 34, P. Evasion by 40, skill Evasion by 45, Critical Rate by 45%, and resistance to debuffs by 80. Triggers Crippling Poison on enemies attacking you. Requires a dagger/dual dagger to be equipped.

Superior Light Armor Mastery
STR + 2, P. Def. + 89 and Evasion + 15 when equipped with a Light Armor. Chance of receiving Critical Damage - 35%. Upon Evasion, 10% chance of triggering Assassin's Reflex which increases Atk. Spd. and vital spot attack success rate.


Superior Light Armor Mastery
STR + 2, P. Def. +89, P. Evasion + 7, MP recovery bonus +10% and chance of receiving critical attacks -35% when equipped with a Light Armor.
and what part you didnt understand, those are buff applied to you, when someone is hitting you and he crit, your buffs are applied after that someone shoot you. it doesnt influence the attacker crit rate. if the attacker has 500 crit (50%), that number wont go lower because your buffs, he can still crit with 50% chance, just that you receive less crits than he shoot.