He's crying over L2, crying over L2, can't play another class 'cuz he'll suck there tooooooooo ! :D
Stalk someone else moron I have hella fun in game dying and killing every day. Still these bugs are around way too long. But how would you know you don't play here little idiot boy so BSOE when the grown-ups talk.
Stalk someone else moron I have hella fun in game dying and killing every day. Still these bugs are around way too long. But how would you know you don't play here little idiot boy so BSOE when the grown-ups talk.
I play on Chronos oh moronic one, I was in the 10k club long before GoD. The dying part your GoD believes, the killing part, not so much. :D
...GoD...
You may be a god to your pants rabbits and the cockroaches in your room, but sure not to anyone else.
Now **** off before I behead you , you big slurpy piece of LOL
you may be a god to your pants rabbits and the cockroaches in your room, but sure not to anyone else.
Now **** off before i behead you , you big slurpy piece of lol
You may be a god to your pants rabbits and the cockroaches in your room, but sure not to anyone else.
Now **** off before I behead you , you big slurpy piece of LOL
1) Mcrit should be capped at 50% (confirmed), current cap is 33% (confirmed) making WIT quite useless.
2) higher INT does not increase magic crit damage as intended (check your own website-info)
They are not BUGS. Simply fixes to change damage output from Casters in on of the previous updates. They changed all Classes/Weapons Physical and Magical Crit Rate/Damage Multipliers.
M. Critical Rate CAP = 500
M. Critical Rate = 1 out of 3 shots CAP
Optimal M. Critical Rate for Mages/Healers = 330 - 360 = 33% -36% (361-500 = 1% - 3% more only).
WIT only useless when considering using it to increase your M. Critical Rate more then above numbers.
WIT very usefull considering it increases M. Accuracy/M. Evasion and Casting Speed which you all need with/against debuffs.
INT increase only normal damage (Rumored). (1 INT = 1% average increase) so (10% M. Atk Head Accessory better then +3 INT) confirmed by Juji.
INT does not increase Magic Critical Damage (Rumored).
Magical Critical Damage on Casters CAP = 100/150% MAX (Rumored).
EXAMPLE
Normal HIT = 10.000 damage
Critical HIT = 20.000 damage (10.000+10.000)
Critical HIT + EPICS = 24.000 damage (10.000+10.000+4.000) (40% from 10.000)
Queen Ant Soul Ring = 15%
Baium Soul Ring = 15%
Lindvior Earring = 10%
whether you have 1 MC rate, or 500; the chance will always be 33%. I've tested it myself with the fewer mc rate I could Achieve with -wit dyes and -3 wit armor for test purposes and unbuffed without weapon, talisman and any equipment that increases stats. Juji said he sent a ticket to the developers and yet no answer.
Unleash hell and mass unleash hell is totally broken, with the lowest chance possible, devil's sway is not working as intented or I cannot figure out how this thing work and the robe pdef formula vs fighters has been nerfed that much, that an R grade archer can kill you even if you achieve 5k pdef with R95 gear and full buffs.
Being without crystal form, pvp def gear, active/passive reflect and barrier, makes feoh the most squishy class ever
whether you have 1 MC rate, or 500; the chance will always be 33%. I've tested it myself with the fewer mc rate I could Achieve with -wit dyes and -3 wit armor for test purposes and unbuffed without weapon, talisman and any equipment that increases stats. Juji said he sent a ticket to the developers and yet no answer.
If this is the case then the formula is broken in NA servers. It supposed to work like I posted before. ~330
Although it reminds me of my Dual Class, Wyn. My Pets have around 530 P.Critical Rate. In both PvE and PvP they nearly Crit non stop. When shooting my Thrower I do not Crit at all, although I got 500 P. Crit Rate on my Character. U.u
I thought it was normal considering I was a Mage Class. Although the stats do not lie about it and should expect to work differently.
They are not BUGS. Simply fixes to change damage output from Casters in on of the previous updates.
You're wrong in both points.
Mcrit:
I remember the days when Mcrit wasnt capped at all and certain players reached 100%. Logically a cap was introduced and it was set to 50%.
This cap still applies until today (check Juji Lab).
Problem is that the real cap is 33% (Juji Lab for reference and I think there's also a test on Innova forum).
Currently if you have 200 Mcrit you will crit around 27%, with 500 you crit 33%. Very small variable and too low scale making this stat utterly useless.
Logical would be 20% and 50%.
It's bugged.
INT and CritDamage:
According to the GoD Patchnotes on the official site the basic attribute stats have been changed:
INT
(old Bonus) M. Atk.
(new Bonus) M. Atk., M. Critical Damage
Juji wanted to ask the korean devs already a year or two ago why this is not working as intended.
Well, it's still bugged.
What's wrong with that? Don't you have like 1999cast speed?
You want 50% crit rate?
Get real.
It's not 1/3 static, you can hit 10 nukes and only 1 will crit. the 33% cap is calculated with a high amount of nukes test.
Compare me a 1v1 archer with 500 crit rate, with a feoh with 500 mc rate. Archer will make 3 shots in -5 seconds (since they always can cap 1500 atk speed) with 2/3 of them crit, and if feoh is lucky enough to land aerial yoke with 2 sec casting time might not die in 1 second since fear and unleash hell wont work, neither knockback in the first place.
I am not wrong at all. It is a fact. Juji said himself.
500 M Crit Rate = Solid CAP = 50% (That is what is said in Developers notes)
330 M Crit Rate = Silent CAP = 33% (That is what is happening right now/Ninja Patches?)
Every 10 points = 1% (Aion nearly works 99% similiar in these formula's)
However I saw 3 different Tests telling that 33% is on different lines. 330/340 and 500.
Everything above 341-500 M Crit Rate in NA is useless since you will not crit more then 33% in NA/Innova/4Game. Intended? Ask Korea.
I even saw a Test 340 = 31% and 341-500 = 33% only +2% increase with +160 M Crit Rate difference.
INT + Crit Damage? Never saw a difference? Why? Easy. Magical Crit Damage Multipliers are a fixed number. You can not change a fixed number in a formula.
10.000 Normal Hit + 10.000 Critcal Hit + 4.000 Critical Hit from Epics + 1.000 Critical Hit from 110 INT etc ... 25k Crit every 1/3 shots is not enough DPS?
So INT supposed to work like CRIT damage increase DURING a Critical Attack like Epics. In this case I strongly believe it works as intended. Since damage is based on minimal - maximal damage output strenght from a magical skill. I never do the same damage using the same skill five times in a row on the same person. Always different for me. So I don't complain about the INT part. Crit Rate however 50>33%. As a Healer with nearly 400 M Crit Rate myself I like 50% too for Healers but simple 33% is Capped. Ask Korea why. Sofar I only see Feoh Mages cry about M Crit Rate. I think they are doing way too much DPS already if you would ask me. 20k Crits per hit. You now want 1/2 instead of 1/3? LOL As far what I saw Mages are nerved as intended two times in Lineage 2. Before GOD with the Valakas Necklace nearly 100% and after GOD from 50% to 33% ...
50% Magic Critical Rate for both Healers and Mages.
I think it will be way to OP. Panic Heal/Group Heal non stop Crits on Light Elfs. Light Elfs with insane Skill Cooldowns ... -50%? New Rune -20%? R99 Light set +8 -10%? Passive Skill -10%? Active Skills -10%? NO way!
Additional Vampiric Rage buff from Dark Elven Healers given to Nukers in Ertheia? 50% Crit Rate? I think this will unbalance the PvP even more. So we will go back to Mage/Healer parties like in pre-GOD. QQ
INT
(old Bonus) M. Atk.
(new Bonus) M. Atk., M. Critical Damage
A Feoh friend of mine told me this in Ventrilo.
As stated on the Website INT does increase M.Atk directly. It also increase M.Critical Damage indirectly. So basically INT does influence M.Critical Damage in the end. This is influenced by the height of your increase in M.Atk by each +1 INT = ~1% DPS ratio.
110 INT normal damage directly: 10.000, critical damage (indirectly by crit multiplier x 100% based on your M.Atk+Skill Power): 20.000
115 INT normal damage directly: 10.500, critical damage (indirectly by crit multiplier x 100% based on your M.Atk+Skill Power): 21.000
So. INT increases M.Atk and M.Critical Damage.
So basically our interpretation of this txt on the website about the INT Dyes is wrong?
It's not 1/3 static, you can hit 10 nukes and only 1 will crit. the 33% cap is calculated with a high amount of nukes test.
Compare me a 1v1 archer with 500 crit rate, with a feoh with 500 mc rate. Archer will make 3 shots in -5 seconds (since they always can cap 1500 atk speed) with 2/3 of them crit, and if feoh is lucky enough to land aerial yoke with 2 sec casting time might not die in 1 second since fear and unleash hell wont work, neither knockback in the first place.
You do know that skill crit rate, is what makes the archer hit hard?
You do know that critical hit that is influenced by 500 rate, do like crap damage?
You do know that skill crit rate, is what makes the archer hit hard?
You do know that critical hit that is influenced by 500 rate, do like crap damage?
So why are you even comparing it is beyond me.
You mean like the P.Skill Power for example from the original Octavis Necklace?
As stated on the Website INT does increase M.Atk directly. It also increase M.Critical Damage indirectly. So basically INT does influence M.Critical Damage in the end. This is influenced by the height of your increase in M.Atk by each +1 INT = ~1% DPS ratio.
110 INT normal damage directly: 10.000, critical damage (indirectly by crit multiplier x 100% based on your M.Atk+Skill Power): 20.000
115 INT normal damage directly: 10.500, critical damage (indirectly by crit multiplier x 100% based on your M.Atk+Skill Power): 21.000
So. INT increases M.Atk and M.Critical Damage.
So basically our interpretation of this txt on the website about the INT Dyes is wrong?
Cheers,
Bennie
No, it's right.
Check this for yourself: http://www.lineage2.com/en/game/patch-notes/goddess-of-destruction/character-changes/
It says INT bonus was CHANGED to increase MCritDmg. The indirect increase that your Feoh friend was talking about was always there as MCritDamage always had a fixed multiplier. Since ever.
Damage multiplied by X = MCritDmg.
This multiplier was set to 4,0x in ancient days. It got lowered to 2,5x some years ago. And finally with GOD it got lowered again to 2,0x.
I suppose the INT effect was added to make up for this nerf maybe. We just never saw it applied in game.
And to come back to Mcrit cap, here is what Juji said in his lab:
At 500 M. Critical, there is a *50% chance that you will land a critical when casting a magic spell. The max cap on M. Critical is set to 50% probability*
and
The devs have it at 50% chance for Max M. Critical Rate.
And I repeat: Any McritRate above 400 is hard to reach, let alone 500. I suppose if it works as intended (every 10 points = 1% McritRate up until 50%) it will even lower the crit rate of most feohs as they run around with a crit rate well below 300 full buffed.
But still it would be very nice as it would give us Feohs an option for different builds: Go all INT for damage or all WIT for MCrit.
Right now there is no choice at all, if you are Feoh you need INT (little WIT maybe for Oly) and you'll only get your MCritDmg increased with epics, as you correctly said.
The interesting thing about this "bug" is that overall, it's a huge boost for the vast majority of players.
Players are Critting at 33% rate regardless of whether their M.Critical is higher or lower than 330. A Feoh with 220 M.Critical is currently critting as if they had 330 M.Critical. Same for healers, and other characters I'd expect.
Now, if they fix it, those few characters (in the grand scheme of things) with high M.Critical will get a boost, but the vast majority of players of those classes will get noticeably nerfed.
The M.Critical is bugged, but I have a hunch the developers have intentionally limited it to keep the class balanced. With a true 50% M.Critical Rate, yes you will crit more, but I can guarantee you that change will come coupled with damage nerfs because there would be a collective outcry in Korea about what happens when the (generally better geared) characters there suddenly start critting them considerably more. [[[ It can be adjustments to skill power, adjustments to buffs (like Wizard's Harmony), adjustments to M.Atk Scaling, an increase in M.Def/Magic Resistance or Evasion on other classes, or a further reduction in M.Crit Modifier (can be messy, but potentially the easiest to accomplish). That what happened back in the day when people started getting WM Talismans and Valakas Necklaces. ]]]
Comparing Archer P.Critical to nuker M.Critical is bad, because Archer P.Critical is for Auto Attacks and last I checked they aren't running around F1'ing people down like it's C5. They do not skill crit at 50% rate, or even close to it.
The interesting thing about this "bug" is that overall, it's a huge boost for the vast majority of players.
Players are Critting at 33% rate regardless of whether their M.Critical is higher or lower than 330. A Feoh with 220 M.Critical is currently critting as if they had 330 M.Critical. Same for healers, and other characters I'd expect.
Now, if they fix it, those few characters (in the grand scheme of things) with high M.Critical will get a boost, but the vast majority of players of those classes will get noticeably nerfed.
The M.Critical is bugged, but I have a hunch the developers have intentionally limited it to keep the class balanced. With a true 50% M.Critical Rate, yes you will crit more, but I can guarantee you that change will come coupled with damage nerfs because there would be a collective outcry in Korea about what happens when the (generally better geared) characters there suddenly start critting them considerably more. [[[ It can be adjustments to skill power, adjustments to buffs (like Wizard's Harmony), adjustments to M.Atk Scaling, an increase in M.Def/Magic Resistance or Evasion on other classes, or a further reduction in M.Crit Modifier (can be messy, but potentially the easiest to accomplish). That what happened back in the day when people started getting WM Talismans and Valakas Necklaces. ]]]
Comparing Archer P.Critical to nuker M.Critical is bad, because Archer P.Critical is for Auto Attacks and last I checked they aren't running around F1'ing people down like it's C5. They do not skill crit at 50% rate, or even close to it.
I do not know if these bugs are present in Korea.
Everyone wants to be immortal. Killing by doing a few clicks.
Learning to play is still not an option. Balancing the game is difficult.
Next time please try to read and understand the thread you are commenting and not just hit your keyboard randomly, ty.