Raising Awareness on WEAPON CRITICAL DAMAGE MODIFIER

General Discussion Started Last reply 49 posts
***IMPORTANT UPDATE ON THIS MATTER:***

Summoners are also affected by this nerf since the ranged summons weapons are bow type. So are healer's Lumi.
To verify this just go with your range summon to plains of lizardmen, kill one frog and see thier p.atk increase.

https://youtu.be/F3N3HHsqDgE

So its 3 years of nerf for archer and for summoners.
(Yay I'm archer with summoner dual)
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Original post:

Since the beggining of L2, weapons always had a CRITICAL RATE modifier. For eg.: Bows and dagger have hight critical rate, blunts are low critical rate.
See:
http://i.imgur.com/MYoqwIJ.pnghttp://i.imgur.com/ord7gJw.png

For CRITICAL DAMAGE the definition, until Lindvior Updare(2012), was: Double the normal damage. You hit mob with your weapon for 100 damage, the critical(without any bonus buff or item or skill) would be 200 damage.
But on that update they introduced a change on how critical damage is calculated. Instead of always beeing twice the normal damage, its now based on weapon type. Weapons since then have a critical damage modifier just like for critical rate, but this one is not shown anywhere, nor was on patch notes.

In that particular update bows, crossbows, daggers, dual swords and fists had their critical damage mobifier set under 2x. This was checked with many tests using chars without any buff, itens or passives, trying out all different kinds of weapons on mobs and npcs.
During other updates they have been playing with this setting, maybe for balance, and at the moment all weapons have their modifier set over 2x the normal damage while bows and crossbows are around 1.5x.

At that update archers did'nt notice that because was when archers toggle instances were changed into buffs and had the effect changed also. Altoght the effects of the buffs were worse then the toggles, they tought they were hitting harder because there was a big discrepancy between normal attacks and skill attacks.

I've asked twice for lab tests since then but they got deleted. Even having all the necessary requirements to ask for a test. I've made posts here but never got a word back.
Pm'ed Juji online and on forums but no response.

This is exactally the same kind of ninja patch as when nukers had magical critical rate capped to 300(real actual rate) instead of 500(that shows on game window). When people started to ask about that low rate Juji checked with dev's and they replied that it was intencional for game balance porpose.

What I ask is to have same check with devs about this matter. To have this known by the community and to have those changes actually noted on patchs.
Also to question when bows will have it changed back, as all other weapons had their ups and downs and all are above 2x atm.
The QA team was able to verify the Critical Damage Modifier for all Amaranthine Weapons. We have submitted this information to the dev team to confirm if this is intentional.

http://i.imgur.com/z9uXViV.jpg
...
The QA team was able to verify the Critical Damage Modifier for all Amaranthine Weapons. We have submitted this information to the dev team to confirm if this is intentional.

http://i.imgur.com/z9uXViV.jpg

Aww Juji, you gave in to him.....


... I can confirm this is the same on weapons of all grades (bows vs others at least), This guy has just been complaining far too much about it when he knows the facts so why QQ.

Archer's damage type changed, it's all skill based now, not regular hit. The dagger note is interesting though.
also anyone saying right now in this update archers need a damage boost need their heads checked as everyone (except archer players ofc) is waiting for the patch from Korea where they get a nerf lmao..
ok a secret income

l2 critical:
1 focus - normal attack critical <<< all ur message is around this one
2 P skill critical
3 M skill critical (rate is 30-33% max(more then 300+ not working))
4 buff/debuff critical - as i know not do anything

x2 time buff/debuff and skill wo cooldown is another story


But today is 2016 and PVE,PVP,oly,coc is going with skills mostly and if u want to make best autoattack choose ur weapon and class to 2H blunt or fists ;)
The QA team was able to verify the Critical Damage Modifier for all Amaranthine Weapons. We have submitted this information to the dev team to confirm if this is intentional.

http://i.imgur.com/z9uXViV.jpg

Ha, nailed it. Dont I get a reward for finding this stuff out? Some Giant Life Stones or Kaliels Desire :D

Aww Juji, you gave in to him.....

... I can confirm this is the same on weapons of all grades (bows vs others at least), This guy has just been complaining far too much about it when he knows the facts so why QQ.

Archer's damage type changed, it's all skill based now, not regular hit. The dagger note is interesting though.

Thats right, its weapons of all grades, not only R99.

Not only damage changed, the full PLAYSTYLE had a change. No kiting anymore.
In high five when we got good skills like Death Sting and Multiple Arrow we could do better on mass pvp, but even so criticals still the best damage. There was options! Now its all about skills.

And for PVE?! We suck so much, raids are frustanting with that low critical damage. And I stack AQ(15%)+Baium(15%)+Kelbim(15%)+Superior Critical Arrow(10%). And then comes a Titan with nothing that I have and do more damege then me with Mind's Eye. Nice?
Dosent matter how much I stack, with that base critical damage modifier nothing will get me to critical as hard as I was doing before that nerf.

also anyone saying right now in this update archers need a damage boost need their heads checked as everyone (except archer players ofc) is waiting for the patch from Korea where they get a nerf lmao..

Archers are already getting the 101 skill nerfed somewhere soon. And UE(nerfing 5 year old skill.. lol)
But I cant say that's the only problem of the huge damage. Is stacking 101 skill, PoM, Abundance, new SA's(skill crit rate and dmg), skills enchants(crit rate), hero zerk, and ofc +12 and above dark bows.

Even if the critical damage was set back to 2x, nobody would use normal attacks on PVP.
Iss buffs alone already give 60% critical resistance. Then Diamond + Physical shirt, plus abundance + passives from some classes.. Also, normal attack is slower and poping skills because of the bow attack reuse timer. Even at 1500 attack speed.
You know bow attack speed is half of what it shows right?
Oh another thing I remembered. When Phoenix Arrow was changed from magical skill to physical skill they left the skills casting based on magical casting speed instead of attack speed.
I have 1500 attack speed but during BR I cast it so much faster.
Daikon i feel you pve side.. yul damage sucks but hey im iss so i suck more.. tested it on yul box 90.. well hate to say it but i cant kite.. use to hit and run now when i attack or cast a skill i should not move else it wont attack/cast.. btw 101 nerf will happen or not it will still be OP..
The QA team was able to verify the Critical Damage Modifier for all Amaranthine Weapons. We have submitted this information to the dev team to confirm if this is intentional.

http://i.imgur.com/z9uXViV.jpg

Juji if you don't mind can you also ask about the of Critical Damage Modifier on Tauti 2 handed Blunt. I assume that it would be the same as a 2 Handed Retributer but being a 2H Melee I have a suspicion that like the 2H blunts of old days, it might be higher.
Very interesting find, I just love those hidden stats and secret modifiers.

Besides the PVP/PVE option, is there any difference in weapons of R/R95/R99 grade?
For example a Blessed Apo Retributer+15 does have higher same MATK than a Blessed Amaranthine Retributer+12 (Apo 692 to Ama 660 matk).
If you dont plan to PVP/PVE your weap I see no point in using R99, or is there anything else "hidden" to consider?
Juji if you don't mind can you also ask about the of Critical Damage Modifier on Tauti 2 handed Blunt. I assume that it would be the same as a 2 Handed Retributer but being a 2H Melee I have a suspicion that like the 2H blunts of old days, it might be higher.

From what I tested all other weapons are above 2x. Not really 2x as it is on this table.
Poles specifically are the ones I noticed that crit way more harder then any other weapon.

Very interesting find, I just love those hidden stats and secret modifiers.

Besides the PVP/PVE option, is there any difference in weapons of R/R95/R99 grade?
For example a Blessed Apo Retributer+15 does have higher same MATK than a Blessed Amaranthine Retributer+12 (Apo 692 to Ama 660 matk).
If you dont plan to PVP/PVE your weap I see no point in using R99, or is there anything else "hidden" to consider?

This modifier applys to all grades. Its on weapon type, not restricted to grades. Buy some no-grade, D, C weapons and check it yourself. You can use any D,C,B,A and go to mammon change them to other type and test it on him also.

About the m.atk of weapons, both use r-grade enchant scrolls. The scroll is what determinates the amount of m.atck per enchant, not the weapon grade. They're all R* grade and use same scroll, so..
At +15 the r99 retributer have more m.atk then the apocalypse one. The exact same difference as comparing them clean.
From what I tested all other weapons are above 2x. Not really 2x as it is on this table.
Poles specifically are the ones I noticed that crit way more harder then any other weapon.


Being a Dreadnought I have noticed that as well, I will run some tests on this one actually with different gear/buff/debuffs, but I have seen it. My Criticals are normally at least 10x my base damage with full buff/debuff and gear modifers, which seems a little high. Normal hitting for like 3-4k crits are normally 100k+. With full iss buff + rose I would assume my crits would be in the range of 60-75k but they are always way higher.

I wish there was a way for me to get a 100% accurate test, but with all the modifiers of elemental damage/gear/buff/debuffs/toggles/passives it is going to make it difficult but I'll still try.

I'm still curious about the 2H Tauti though. I know back in the day the crit modifier for 2H Melee was broken and was almost 4x what it should have been, making titans with SoS buff even more God like than they are now. Anyone with 2H Tauti care to test this one out for me?
Being a Dreadnought I have noticed that as well, I will run some tests on this one actually with different gear/buff/debuffs, but I have seen it. My Criticals are normally at least 10x my base damage with full buff/debuff and gear modifers, which seems a little high. Normal hitting for like 3-4k crits are normally 100k+. With full iss buff + rose I would assume my crits would be in the range of 60-75k but they are always way higher.

I wish there was a way for me to get a 100% accurate test, but with all the modifiers of elemental damage/gear/buff/debuffs/toggles/passives it is going to make it difficult but I'll still try.

I'm still curious about the 2H Tauti though. I know back in the day the crit modifier for 2H Melee was broken and was almost 4x what it should have been, making titans with SoS buff even more God like than they are now. Anyone with 2H Tauti care to test this one out for me?

That's exactly what I notice. I have a 85 tyr and I equip it with my aq, baium, buffs and a steel pole and he crits for about 10x the normal damage. While me with same equips and buffs + kelbim that gives extra 15% + my passive that gives another 10% bonus, crit for 3x.
also anyone saying right now in this update archers need a damage boost need their heads checked as everyone (except archer players ofc) is waiting for the patch from Korea where they get a nerf lmao..
need archer boost.
From what I tested all other weapons are above 2x. Not really 2x as it is on this table.
Poles specifically are the ones I noticed that crit way more harder then any other weapon.


Passives etc count for a lot.

I tested this like 5 days ago and all weapons apart from bows (no clean dual dagger to test) did exactly 2x crit dmg with no buffs or passives.
I'm still curious about the 2H Tauti though. I know back in the day the crit modifier for 2H Melee was broken and was almost 4x what it should have been, making titans with SoS buff even more God like than they are now.

im pretty sure that is a myth....
since i started playing l2, crit for all weapons were always *2 (obviously w/o buffs)
till the this nerf on the bows and lol dualdaggers too?

so... tauti 2h blunt should be *2, same as all the blunts, like always...

what makes old titan + blunt hit *4 was zealot + sos....(actually in that time flame icon was better to keep his hp low and get all the attack from frenzy(wich, if im not wrong, gives more attack than the actual one))
old rage was also much better than the actual one...
im pretty sure that is a myth....
since i started playing l2, crit for all weapons were always *2 (obviously w/o buffs)
till the this nerf on the bows and lol dualdaggers too?

so... tauti 2h blunt should be *2, same as all the blunts, like always...

what makes old titan + blunt hit *4 was zealot + sos....(actually in that time flame icon was better to keep his hp low and get all the attack from frenzy(wich, if im not wrong, gives more attack than the actual one))
old rage was also much better than the actual one...

I'm not sure when you started playing but as of 2 Chronicles ago 2h blunt damage was more than 2x. Yes I understand the whole zelot/sos/frenzy thing, but I did a test on a Dagger with a 2h blunt, and it was more than 2x without buffs. NcSoft has always claimed one thing but delivered another, you can choose to belive what they tell you about the game, or you can go out and test them for yourself and learn a secret that very few other people know about. I always choose the latter.
Since the archers are the most op class, there is no need for concern about this, which is probably intentional.
I'm not sure when you started playing but as of 2 Chronicles ago 2h blunt damage was more than 2x. Yes I understand the whole zelot/sos/frenzy thing, but I did a test on a Dagger with a 2h blunt, and it was more than 2x without buffs. NcSoft has always claimed one thing but delivered another, you can choose to belive what they tell you about the game, or you can go out and test them for yourself and learn a secret that very few other people know about. I always choose the latter.

If you made the test on a dagger, you probably attacked from behind.
The passive & active skills that increases rear critical damage (and decreases frontal damage) works for any type of weapon.
Since the archers are the most op class, there is no need for concern about this, which is probably intentional.

Please dude. Read the **** post right. This nerf is since 2013 when Lindvior update went up. Years before no level cap and 101 skills.

Everyday I read things like this, seriously.
Please dude. Read the **** post right. This nerf is since 2013 when Lindvior update went up. Years before no level cap and 101 skills.

Everyday I read things like this, seriously.
Archers have been OP exactly since Lindvior, dude.If you haven't seen stacked archer at those times, you've missed a lot.So this is intentional, poorly and it works as intended.

Pay more attention for next, you might miss something important again.
Archers have been OP exactly since Lindvior, dude.If you haven't seen stacked archer at those times, you've missed a lot.So this is intentional, poorly and it works as intended.

Pay more attention for next, you might miss something important again.

it wasn't that noticeable until after mages & dagger pvp dps got nerfed making archer the only one left standing

waiting for more NCStore items that will also lower skill critical received damage and watch archer following the same path as mage/dagger making all DD class equal again lolz
Up.
Check the update on OP.
The QA team was able to verify the Critical Damage Modifier for all Amaranthine Weapons. We have submitted this information to the dev team to confirm if this is intentional.

http://i.imgur.com/z9uXViV.jpg

Can you ask QA to verify this same nerf on summoner ranged summons?
They are bow type and happens same thing to their critical damage.
If you made the test on a dagger, you probably attacked from behind.
The passive & active skills that increases rear critical damage (and decreases frontal damage) works for any type of weapon.

Ohh come on, I've been playing this for 7 years, at least give me some credit to know that I know the passives of a dagger. :) In fact no, I was not attacking from the back, I'm not new to this testing thing by a long shot.

Can you ask QA to verify this same nerf on summoner ranged summons?
They are bow type and happens same thing to their critical damage.

I've always found the ranged summons on the Wynn interesting, they are a bow type toon but they also get 100 Critical rate when under SoS like they have a sword. Its just weird.
Added video showing nerf on crossbow and on Wynn pet.
https://youtu.be/F3N3HHsqDgE

They already confirmed it was nerfed with bows..

About wynn, i dont understand wtf you're trying to prove.
1. you're attacking without SS on pet.
2. pet is doing half your damage, put SS on and one pet is doing more dmg per hit than your bow.
3. Range pet hit 25% harder than melee pet (check this for yourself, idk what you're saying with "range pet have bow nerf too, when melee is the one with a nerf)
4. you're not even buffed with servitor share, so pet will hit even harder than you when buffed and when using SS.

Its like finally NCWest noticed you, and now you dont know what to do with yourself, so you try to make stuff up for attention xD
They already confirmed it was nerfed with bows..

About wynn, i dont understand wtf you're trying to prove.
1. you're attacking without SS on pet.
2. pet is doing half your damage, put SS on and one pet is doing more dmg per hit than your bow.
3. Range pet hit 25% harder than melee pet (check this for yourself, idk what you're saying with "range pet have bow nerf too, when melee is the one with a nerf)
4. you're not even buffed with servitor share, so pet will hit even harder than you when buffed and when using SS.

Its like finally NCWest noticed you, and now you dont know what to do with yourself, so you try to make stuff up for attention xD

Really?
So you did not notice the summon normal damage x critical damage?
You really tought Im comparing my damage to the pet damage? Really?

In this one video im showing the nerf both on actual PC weapon and ranged summons. Not comparing my damage to summon damage.. omfg really
...

I assumed when you said "Range summon damage have bow nerf aswell" it meant "It is nerfed for ranged, not melee", thats the way you put it, not me dumbnut.


About damage nerf of pets, if im not mistaken it has always been lower than 2x, so not sure if we could call it a nerf, since it was actually never nerfed?
Seriously didnt expect you to be stupid enough to say "Wynn pets need more damage" :D:confused::D:eek:
http://s28.postimg.org/5b2oc9f8p/L2_2016_02_09_06_51_46_561.jpg (http://postimg.org/image/5b2oc9f8p/)

This is with a 2H blunt, although it is a melee blunt the passive works the same. Also without any critical damage modifiers. So its not just bows that are nerfed on ranged summons. Average damage for 10 hits is 4400, average critical for 6272 gives us a critical damage multiplier of 1.4 ish, far from the 2x that would be assumed.

I'm not in any way saying boost wynn damage, just doing experiments to test to make the community aware. The one thing that seriously makes up for this though is having pets that can break the 500 and 550 critical rate limits.
http://s28.postimg.org/5b2oc9f8p/L2_2016_02_09_06_51_46_561.jpg (http://postimg.org/image/5b2oc9f8p/)

This is with a 2H blunt, although it is a melee blunt the passive works the same. Also without any critical damage modifiers. So its not just bows that are nerfed on ranged summons. Average damage for 10 hits is 4400, average critical for 6272 gives us a critical damage multiplier of 1.4 ish, far from the 2x that would be assumed.

I'm not in any way saying boost wynn damage, just doing experiments to test to make the community aware. The one thing that seriously makes up for this though is having pets that can break the 500 and 550 critical rate limits.

You got it wrong there. Is not about the weapon you using, the ranged summons are actually bow based npc's. And the critical damage modifier nerf also gets applyed to them naturally. Same with Lumi from healers.
The bow is just not graphically shown, for obvious reasons lol. Just like mobs that hold no weapon but hit you good damage. They actually holding a monster weapon, can be of any type(sword, dagger, etc..)
Go to Plains of Lizardmen from Oren, kill a frog there and see their p.atck rise when the bow buff is applyed.
You got it wrong there. Is not about the weapon you using, the ranged summons are actually bow based npc's. And the critical damage modifier nerf also gets applyed to them naturally. Same with Lumi from healers.
The bow is just not graphically shown, for obvious reasons lol. Just like mobs that hold no weapon but hit you good damage. They actually holding a monster weapon, can be of any type(sword, dagger, etc..)
Go to Plains of Lizardmen from Oren, kill a frog there and see their p.atck rise when the bow buff is applyed.

It wasn't a test of the weapon having any effect on the critical damage, I was just stateing that to make sure that people were aware that the Melee 2H blunts work exactly the same as the Magic Blunts, because some people still don't believe it. I understand the whole summon being a "bow" based NPC, but that wan't a part of the test at all. I was just testing the critical damage difference between the earlier test with a Crossbow and a blunt to see if it effected the summon Critical Damage at all, which it did not. I have since tested with other weapons as well. Conclusion is the Ranges summons have a critical damage multiplier of 1.4x.
Range pet hit 25% harder than melee pet

Wait, are you implying that ranged pets have higher DPS than melee ones?
According to my experience, it has always been the opposite.

For example, when I use melee pets on Kalios he goes down 25% faster compared to ranged pets.
Wait, are you implying that ranged pets have higher DPS than melee ones?
According to my experience, it has always been the opposite.

For example, when I use melee pets on Kalios he goes down 25% faster compared to ranged pets.

Yeah, never seen ranged do more damage then melee ones either. And Im playing summoner dual since GoD(magic reapers and panthers ^^)
They did some ninja boost to ranged pets recently tought. They used to have less p.atk, critical, and atk speed compared to melle ones. Now the only thing they have less is atk speed(also HP, but this dosent count for dmg).
Even so, with higher atk speed, melee ones will always do more damage. Specially with ranged ones having their critical damage nerfed.
Elmar, you said that archer and daggers got ****** off with the recent nerfs in Korea.
I know you dont play there, but I bet you got some contacts over there.
Could you point them the bow critical damage nerf please? Im ****** off already with this and many other things(P2W). I just wanna se the world of l2 burn and get my critical modifier back to 2x and be able to do things that only titans and evicerators can currently do.
Let them get even angrier with this nerf.

Please show them this thread. I beg you.
Wait, are you implying that ranged pets have higher DPS than melee ones?
According to my experience, it has always been the opposite.

For example, when I use melee pets on Kalios he goes down 25% faster compared to ranged pets.

Yeah, never seen ranged do more damage then melee ones either. And Im playing summoner dual since GoD(magic reapers and panthers ^^)
They did some ninja boost to ranged pets recently tought. They used to have less p.atk, critical, and atk speed compared to melle ones. Now the only thing they have less is atk speed(also HP, but this dosent count for dmg).
Even so, with higher atk speed, melee ones will always do more damage. Specially with ranged ones having their critical damage nerfed.



Im not saying they have higher DPS, I am saying they have higher damage :)
In your scenario, melee pets have higher atk speed, of course they will have higher DPS cause of that.
If you can increase attack speed of long range pets (i.e cap it) they will hit much harder, for example rudolph, SOS, BR, DEX etc etc.

http://i.imgur.com/OMovQW7.png

This is what I based my previous post on.
I thought you said "Ranged pets have nerf, not melee pets, range pets hit less than melee pets".
But as you can see on my screenshot, clearly ranged pets have much higher damage than melee pets, so naturally I assumed you forgot your head in bed or something ;)
Im not saying they have higher DPS, I am saying they have higher damage :)
In your scenario, melee pets have higher atk speed, of course they will have higher DPS cause of that.
If you can increase attack speed of long range pets (i.e cap it) they will hit much harder, for example rudolph, SOS, BR, DEX etc etc.

http://i.imgur.com/OMovQW7.png

This is what I based my previous post on.
I thought you said "Ranged pets have nerf, not melee pets, range pets hit less than melee pets".
But as you can see on my screenshot, clearly ranged pets have much higher damage than melee pets, so naturally I assumed you forgot your head in bed or something ;)

Thats true.
They have done something to the melee summon to hit less with same p.atk. The only thing I can think of is that the p.atk of the ranged ones is showing lower than it actually is. Would make sense of more p.atk while less atk speed. Just like archers.
Nothing justifies two summons with same p.atk hiting for more or less on same target under same conditions(buffs, debuffs). Yet some more ninja settings there. Check that too Juji.
But anyway, the critical damage nerf still applys to the ranged summons.
Any new from devs?
Its just ridiculous how when you get more than one archer in a instance how slow all go.
This nerf is a HUGE DRAWBACK in PVE for archer and summoners.
this helps so much :)

http://boards.lineage2.com/profile.php?do=ignorelist

3 years dude, 3 years criting for half of what I should. ***Without a single note about or akcnowledgment all this time***
If you think im boring now, you wont belive how much I'll be if they feel like this nerf should be expanded to maybe like titans or evis? Maybe both? Maybe tanks? :)
When bow critical got nerfed, damage both in pve and pvp from criticals wasnt even by far what titans and evis do today.
Ohhhhhh im gonna have some real fun
Have you ever considered that this junk you've been QQing about for ages is in fact not a nerf at all, but a boost in base damage?! This probably accounts for some of the increased archer skill damage also.

Considering the tests done with summons that prove that the ranged pets critical damage is in fact better than the melee pets critical damage for the same p.atk and buffs, but their base damage is in fact higher than the base damage of the melee pets, thus giving the appearance of a nerf when it is in fact a boost.....


Now I know you won't test this properly, but heres a suggestion:

1) Gather dual daggers, a bow, single dagger and a sword all OEd to have the same p.atk (Different grades is fine). Same element atk, same or no SAs.

2) Use a weapon agnostic class, such as healer or unawakened toon, and attack an npc WITHOUT soulshots and log the min, max and average base damage and critical damage for each weapon.
- it is important that the same toon is used and that it has no weapon specific passives and no soulshots as OE can affect this.

3) Compare the maximum critical of each weapon over 200 criticals per weapon and the maximum non-critical hits of each weapon.
1st thing:

I noticed the nerf not by cauculating my normal hit x critical hit ratio. I dont play doing math on damage.
What made me go after cheking out stuff was the actual LOW damage I was doing.
I remember pretty well the case during Fortuna where I would crit the first 2, 3 bosses for around 60k and after Lindvior my criticals droped to less then 30k.
I started cheking all my gear, shots, debuffs on boss.. took me many fortunas to start thnking what was going on.

And have you even tought about what you just said?
So they somehow change how p.atk(you cant trust the numbers anymore) works and then also create another variable in calculaton thats ia a critical damage modifier to counter the p.atk changes?
Even so would still be a huge nerf because what really does damage are criticals, and even for skills p.atk dosent matter much.

And in the overall damage overtime, lets say on a raid, with all % boosts on 2x modifier, even with weaker p.atk, the damage output would still be way higher.

But as I said, what made me notice something had changed was the low damage, not comparing my critical boost.
1st thing:

I noticed the nerf not by cauculating my normal hit x critical hit ratio. I dont play doing math on damage.
What made me go after cheking out stuff was the actual LOW damage I was doing.
I remember pretty well the case during Fortuna where I would crit the first 2, 3 bosses for around 60k and after Lindvior my criticals droped to less then 30k.
I started cheking all my gear, shots, debuffs on boss.. took me many fortunas to start thnking what was going on.

And have you even tought about what you just said?
So they somehow change how p.atk(you cant trust the numbers anymore) works and then also create another variable in calculaton thats ia a critical damage modifier to counter the p.atk changes?
Even so would still be a huge nerf because what really does damage are criticals, and even for skills p.atk dosent matter much.

And in the overall damage overtime, lets say on a raid, with all % boosts on 2x modifier, even with weaker p.atk, the damage output would still be way higher.

But as I said, what made me notice something had changed was the low damage, not comparing my critical boost.

Ok don't test anything and spend another 2 years complaining blindly.

As I said, same p.atk, same buffs, same mob, melee summons do WEAKER critical hits than Ranged summons. Ranged summons do GREATER base damage and GREATER critical damage both with stacked critical modifiers and without.

Anyway, everything is fine because you tested it all on Fortuna, which definitely has never had boosted p.def or element resist, I'm sure your party setup has always been exactly the same with exactly the same debuffs also, so there's no need to test any alternative theories.
Archer crit modifier is BUGGED and only me myself and I discovered it

Archer crit modifier is BUGGED and only me myself and I discovered it

Archer crit modifier is BUGGED and only me myself and I discovered it

Archer crit modifier is BUGGED and only me myself and I discovered it

Reading the last posts of Draecke and Ferine I almost gain the impression you are starting to annoy with your obsession.
I warned him making the same posts over and over again is going to be counter productive and I for one got fed up and really tired of it.

Juji would bring it up to the Korean dev team and that's all anyone here can do besides making posts directly at the korean forums so get a grip and let it go..

spam Juji & Buster in pm's or log 10's of tickets but stop making annoying posts on forum bashing the horse as it's been dead for a long time now.
I don't mind, I need someone to argue with.

He has also brought up a good point, which would be interesting if bow/dual dagger base damage is actually higher than that of other weapons (not crit damage less as first assumed).

It may also add to why archers and daggers hit SO hard at the moment, added to other boosts of course.
I went through my warehouses and managed to find a pole and a bow with similar p.atk...

I equipped each on my healer and made sure my p.atk was similar and that the element attack was similar and I attacked an NPC and noted the damage....

Despite the same p.atk the bow did more base damage and slightly more critical damage per hit. Only a 1.5x ciritcal multiplier but this was due to the higher base damage.

so.....

...what you've been obsessively crying about for years is in fact a BOOST! Bow Critical Damage is not nerfed at all, Bow base damage is boosted higher than normal weapons. it probably aids with skills damage also, hence the OP archers.
Yes I tested what you said and its true, bow hit harder even with same p.atk. Just as Znipoo find out for summons in this same thread(here (http://boards.lineage2.com/showpost.php?p=3518365&postcount=37)).

First time we're ever seeing this kind of comparison, damage done by different weapon type having same p.atk. This last update they made ranged/melee have same p.atk and we could catch this.
BUT, we dont know when this was changed, if came with critical damage modifier or if it was always like this.

For my experience, as I said I noticed lower damage not the critical damage ratio, Im pretty sure this migth have been always like that.