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  1. #1
    Quote Originally Posted by Slashley View Post
    I remember I made a big post about this way back:Click on the Quote link for the full post, Bear also posted his insight on the matter right after. And Bear lived in the future, which is our today now.

    tl;dr;
    Priority #1: If you have all five Acc slots open, 3 Tiaras.
    Priority #2: Affliction for debuffers.
    Priority #3: Double/Triple/Def.
    Priority #4: Atk.
    Oi.

    That's not what I said. I rated Atk/Def equally and both separated from (and below) DA/TA. Don't tldr; my post with opinions that weren't mine.

    On topic of what I posted before, you all can forget about necklace set effect due to an eventual nerf (or normalizing so they would call it) on crit calculation, which made low crit rate procs utter garbage since then. Just stick to Tiara set for general purpose and Earrings/Brooches for niche purpose (i.e. Dummy event).

    Devil accessories are an entirely new but not very important category so I'm gonna skip that for now.

  2. #2

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    Quote Originally Posted by Bear View Post
    Oi.

    That's not what I said. I rated Atk/Def equally and both separated from (and below) DA/TA. Don't tldr; my post with opinions that weren't mine.--
    It wasn't mean to be about you. I gave the guy information on where he can find the original post if he cares.

    That said, I can't really consider the normalization of Crit a nerf. It simply makes Crit more reliable. Yes, you can't high-roll anymore, but the average damage from Crit itself hasn't been weakened. Of course - Crit a "trash" stat since the amount of damage you gain on average is pitiful when compared to things like Assault. When you no longer high-roll the fuck out of it's simply more apparent, and old damage records become harder to reach, making it seem like a nerf.

  3. #3
    Quote Originally Posted by Slashley View Post
    That said, I can't really consider the normalization of Crit a nerf. It simply makes Crit more reliable. Yes, you can't high-roll anymore, but the average damage from Crit itself hasn't been weakened. Of course - Crit a "trash" stat since the amount of damage you gain on average is pitiful when compared to things like Assault. When you no longer high-roll the fuck out of it's simply more apparent, and old damage records become harder to reach, making it seem like a nerf.
    Normally that would be the case, but there are at least two things in this game's design that goes against that concept. First of all, Crit Rate and Crit Bonus aren't always even in ratio. For this case, it doesn't matter how high your bonus dmg is, if your Crit rate of the said roll is low, it becomes shit. OTOH, if you have very high or guaranteed Crit rate, as long as your bonus isn't too ugly, you gain significant profit no matter what. Second of all, this game's content is (and increasingly so) designed in a way that you need to exploit small openings of your target in order to do effective dmg while the other time you are either cockblocked or you are too busy to deal with mechanics. It's much preferred that you have a chance for a high roll of spike dmg when it matters. Going the opposite direction aka 'normalizing' in this kind of gameplay is simply a garbage move.

  4. #4
    Quote Originally Posted by Bear View Post
    It's much preferred that you have a chance for a high roll of spike dmg when it matters. Going the opposite direction aka 'normalizing' in this kind of gameplay is simply a garbage move.
    And then when it matters it gives nothing (damn this Aether buff which takes 20% HP and far too often does nothing). While design-wise making crit 'normalized' is... quite weird, seeing 'normalizing' as bad is also weird to me, but I personally don't like win-or-lose decided by a result of a coin toss. Also such a high reliance on luck has no place in competetitive game... which Kamihime is not, so not really that much of a problem.

  5. #5
    Quote Originally Posted by Gludateton View Post
    And then when it matters it gives nothing (damn this Aether buff which takes 20% HP and far too often does nothing).
    Using Aether as example, compared to 1.35x dmg burst being normalized to next to nothing all the time, I'll take my 30% chance at all or nothing thank you. It's a case of 'nothing and nothing' vs 'nothing OR something'. 20% HP? Sure, take it. 3k HP means nothing in raids and Tower/Dummy events anyway. 'Normalization' is plain laziness. Why bother giving it two parameters (Crit Rate, Crit Bonus) if you're gonna normalize it? Might as well make it a flat multiplier bracket like Special Attack and call it a day. Calling it Crit is a disgrace to the term.
    Last edited by Bear; 02-25-2019 at 09:24 AM.

  6. #6
    Quote Originally Posted by Bear View Post
    'Normalization' is plain laziness. Why bother giving it two parameters (Crit Rate, Crit Bonus) if you're gonna normalize it? Might as well make it a flat multiplier bracket like Special Attack and call it a day. Calling it Crit is a disgrace to the term.
    With that I can agree. Critical as mechanic was never supposed to be about average.

    Quote Originally Posted by Bear View Post
    Using Aether as example, compared to 1.35x dmg burst being normalized to next to nothing all the time, I'll take my 30% chance at all or nothing thank you. It's a case of 'nothing and nothing' vs 'nothing OR something'. 20% HP? Sure, take it. 3k HP means nothing in raids and Tower/Dummy events anyway.
    If about 10.5% damage increase is next to nothing to you... well, you have about 16.3% 47.2% chance on full burst to deal more damage than that, about 83.7% 52.8% to deal less (that is assuming all members deals same damage). Yes, I can see situations where random crit is better (never said it was universally worse), but I can see some where it is worse. Matter of preference, really.
    Last edited by Gludateton; 02-25-2019 at 10:01 AM. Reason: Wrong calculations

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