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Monology

Update 2.29: new Critical Hit system

187 posts in this topic

Hey! New fresh vid coming from Ankama official.

New critical hit system and each Turquise Dofus give 10CH, well better watch it yourself! :)

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We are no longer happy with the current system for several reasons:

  • It created too much of a tier effect: the maximum Critical Hit rate was 1/2 (50%) and the next maximum rate was 1/3 (about 33%). This restricted the emergence of a large diversity of ‘builds’ based on Critical Hits, since it was almost necessary to reach the 1/2 level to make the Critical Hit bonus investment worthwhile.

  • Critical Hit bonuses had an increasing return: a Critical Hit bonus of +1 could let players go from 1/3 to 1/2 (a considerable gain for a small investment). By contrast, the same bonus had little impact if a spell’s Critical Hit rate was very low (increasing from 1/50 to 1/49, for example). In general, it’s more suitable to use systems whose bonus accumulation has decreasing rather than increasing returns (accumulating more of the same bonus must proportionally have less impact).

  • Some Critical Hit bonuses were pointless: as soon as players had a 1 in 2 chance of landing a Critical Hit, they had limited interest in getting other Critical Hit bonuses.

  • The system was not intuitive: it was difficult to understand the way Agility affected the system, and it was possible for Critical Hit bonuses to have no visible impact on the Critical Hit rate.

So we decided to review this system with several goals in mind:

  • Change the system to make it more straightforward and easier to use.

  • Increase Critical Hit rates in general.

  • Make it possible to exceed a 50% Critical Hit rate, and allow characters who want to do so to specialise in this characteristic.

  • Increase the diversity and viability of builds that invest in Critical Hits without necessarily seeking to maximise them.

IMPROVED DISPLAY

The Critical Hit rate will now be displayed as a percentage. Instead of showing ‘1/2’ to indicate that a spell (or weapon) has a 1 in 2 chance of making a Critical Hit, the display will show ‘50%’. The result is exactly the same in both cases: I make a Critical Hit for 1 out of every 2 hits on average.

REVIEW OF BASE CRITICAL HIT RATES

Base Critical Hit rates correspond to a spell (or weapon)’s chance of making a Critical Hit, without taking into account bonuses linked to equipment or spells.

All base Critical Hit rates for weapons and spells have been reviewed. We have established a link between the old and new Critical Hit rates, to keep a certain amount of consistency: the higher the old Critical Hit rate was, the higher the new rate is. The following formula can be used to calculate the new base Critical Hit rate based on the old rate:

New rate = 55–1/(old rate)

So an old rate of 1/50 would have a new rate as follows:

New rate (%) = 55–1/(1/50), or 5%

The following chart shows the connection between some old and new base Critical Hit rates:

QihiR85.png

These base rates have been generally increased to make it easier for builds that choose not to specialise in Critical Hits to access the power of Critical Hits, and to reduce the dependence of Critical Hit builds on Critical Hit bonuses on equipment.

MODIFICATIONS TO THE EFFECT OF CRITICAL HIT BONUSES

The effect of Critical Hit bonuses on spells and equipment has been changed. From now on, 1 Critical Hit bonus will add an extra 1% chance of making a Critical Hit. So if a spell has a 5% base Critical Hit rate, adding 10 CH will increase the same spell’s Critical Hit rate to 15%. (5 + 10)

In contract, there will be no noticeable difference on equipment: a Critical Hit bonus of X will become a Critical Hit bonus of X%.

This additive formula lets us offer a system of decreasing rather than increasing returns (the first Critical Hit bonuses a character receives will have proportionally more impact than the last bonuses).

REMOVAL OF THE MAXIMUM CRITICAL HIT RATE

Previously, it was impossible to exceed a 50% Critical Hit rate. From now on, it will be possible to have Critical Hit rate of over 50% and even to have a 100% Critical Hit rate, if the equipment or spell’s accumulated Critical Hit bonuses allow it.

In contrast, it will not be possible to cause someone else to have less than a 1% chance of making a Critical Hit, if the spell or weapon is able to cause a Critical Hit.

Note: Spell effects that minimize random effects (used notably in the Sram spell ‘Jinx’) is not subject to this restriction and still prevents an entity from inflicting Critical Hits.

This modification allows a greater diversity of Critical Hit builds. It will now be possible to orient characters towards builds that are much more specialised in Critical Hits.

REMOVAL OF AGILITY

A character’s Agility level will no longer affect the Critical Hit rate. However, it will not be any more difficult to attain a high Critical Hit rate. The transition from the old to the new system is deliberately generous in order to compensate for the loss of Critical Hits gained through Agility.

We’ve removed the impact of Agility on Critical Hits to diversify the possibilities of developing builds oriented towards Critical Hits that don’t need to use Agility as a main characteristic.

THE TURQUOISE DOFUS: 10% CRITICAL HITS

The Turquoise Dofus became a problem for this new system, as it would let characters reach high Critical Hit rates much too easily. A Turquoise Dofus by itself at 20 CH would give a minimum 25% Critical Hit rate on all spells in the game. We have therefore decided to reduce its numerical value so that the Turquoise Dofus’s bonus will be more realistic and balanced in the new system. That’s why we wanted to take advantage of a review on how to obtain it and the addition of the associated quest in order to change its bonus to 10% Critical Hits.

This change may seem excessive, but 10% Critical Hits in the new system constitutes a significant gain, especially considering that Critical Hit rates are no longer restricted to 50%.

In addition, despite this change, characters’ Critical Hit rates will not generally decrease once the new system is implemented.

Characters who had a final Critical Hit rate of 50% will have roughly the same rates with the new system.

This chart shows the final Critical Hit rates in 2.28 and 2.29 for characters who had reached a rate of 1/2 on all their spells:

9PO1wVR.png

In the worst case scenario, your character will get a 50% Critical Hit rate on average (if you had a 50% Critical Hit rate before), considering that spell and weapon Critical Hit rates have been generally allocated equally.

The change to Turquoise Dofus makes it less necessary for the game modes that are based on Critical Hits and that don’t attempt to reach a 50% Critical Hit rate, but it remains quite powerful and useful for attaining high Critical Hits rates.


FAQ

I have a Turquoise Dofus. Will my character be less powerful?

No, your character will not be any less powerful and will generally have the same Critical Hit rates, won’t need Agility bonuses, and could potentially exceed a 50% rate of inflicting Critical Hits.

What about spells that give Critical Hit bonuses?

With the new system, these Critical Hit bonuses potentially become more worthwhile. However, the way they are set up right now, they don’t seem to us to be the most suitable. Even though nothing is planned in the immediate future, you should expect spells that give Critical Hit bonuses to be modified in the future.

Why not make a predictable system?

We did a significant amount of research on the subject. But adapting this system to make it predictable gave rise to numerous issues, and we don’t currently have any solutions that solve these issues to our satisfaction.

Couldn’t this make the Turquoise Dofus useless?

We aren’t worried. Having a Turquoise Dofus is still a significant advantage. Its use will change slightly. From now on, it will be potentially worthwhile no matter the builds used, while with the old system it was really only of interest when it let characters reach the 50% Critical Hit rate threshold.

In addition, being able to exceed a 50% Critical Hit rate makes it much more important for characters who want tooptimise this characteristic.

Will this modification make Critical Hits less important?

This modification will increase Critical Hit rates in general and will let players unlock new ways of equipping characters, optimising the chances for Critical Hits. The importance of Critical Hits will be similar, as their effects will remain unchanged.

The goal of Critical Resistance was to make Critical Hits less important in the game by allowing an ‘anti-CH’ specialisation. What is the role of Critical Resistance now?

Critical Resistance lets characters who want to do so counter game modes based on Critical Hits. Critical Resistance will have the same role after the rework, allowing players to diversify their characters’ equipment and preventing all players from feeling obligated to use Critical Hits to optimise their character.

The modifications to the Critical Hit system are meant to allow those who want to optimise their Critical Hits to do so, at the same time becoming more vulnerable against characters (or monsters) with Critical Resistance.

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This chart shows the final Critical Hit rates in 2.28 and 2.29 for characters who had reached a rate of 1/2 on all their spells:

9PO1wVR.png

meeeeeeehhh good for spells under a 1/50 base, sucks balls for weapons in general....

Does anyone get why they had to nerf the turq to 10 and not 15? seems kinda hard to hit that "50%" crit rate noow if youre not in nomarrow...

then again I suck at math.. correct me if Im wrong

Tend.

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So realistically, getting 50% or more on something that has a 5% base will be more or less impossible, since most sets I personally make hover around 44~46 chs and that's with a 20ch turq...

I understand that you can get more than 50% with 5% base spells, but that's with things like Nomarrow and/or Drhexler, which in my opinion have some pretty big drawbacks compared to other gear

I'm sure many optimized critical hit sets will appear soon enough, but right now all I see is a nerfed Turquoise Dofus

Edited by Bob-skittle
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Yea, just realized my eni now has got 1/2 with 14crit turq, that clearly means I won't even have 50% from base 1/50spell now, couse I will be missing 4%. It will be MUCH easier on higher base chance spells (like 1/40, 1/30 or so) but for 1/50 all what changes and why it'll be much worse is turq going down to 10CH.

Edited by Monology

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Guess we should've sold the +20ch turqs while they still had value.....sucks balls for those that struggled to get one of those beauties.

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It looks like everyone who was not 1/2 before will benefit from this update nicely

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So Agility is going to be useless? RIP my Agi Sacrier? I'm afraid that she will have terrible % with these new ratings. :/

It feels that everyone but Agi chars benefits from this.

Edited by xDirewolves

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I didn't fully understand crit rates before now but this video helps a lot--as for the changes it seems to be in favor of all of us instead of bad news. You just gotta tweak your sets a bit :) Strange tho that the Turq will only be 10 ... i'd think it should be like someone said above- a 15

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Guess we should've sold the +20ch turqs while they still had value.....sucks balls for those that struggled to get one of those beauties.

Well, thats like Dofus is since years, isnt it? Ah, you spend so much time for that 12/5. OH HERE TAKE SOME AP AND MP TROPHYS.

Ah, farming DP/Mino. Well, here, go quest that shit. Takes literally 2 hours instead of 500 hours. :)

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Sounds like a shit, unncessary change, just like the other 200 things they do to the game.

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Doesn't change anything for my Turq. It's already 11ch.

I for one welcome our new 100% critical hit overlords.

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Well, thats like Dofus is since years, isnt it? Ah, you spend so much time for that 12/5. OH HERE TAKE SOME AP AND MP TROPHYS.

Ah, farming DP/Mino. Well, here, go quest that shit. Takes literally 2 hours instead of 500 hours. :)

Couldn't agree more. Sad but true.

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Didn't read whole post thoroughly so correct me if i'm wrong:

* Agility no longer increases critical hit odds.

* Turquoise dofus is now 10% fixed crit bonus.

* Old critical hit bonuses from items get translated to 1% per crit hit with this update.

* 55 - (1/old rate) === 1/50 becomes 5% (which really is the worst case scenario and the one everyone will focus on).

Calculations on 1/50 new rate:

5% base critical hit chances. Becomes 15% with turquoise dofus. Let's assume you had a 20 Crit turq before the update and had 45 crits total. That means that taking out the turq, you have 25 crits from items. That gives an extra 25% bonus, which translates into a final 40% critical hit chance.

Please correct me if I'm wrong, and I hope I am. But that sounds like a 10% penalty for folks that had 1/2 with 20 crit turqs.

Please tell me Im wrong :)

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Didn't read whole post thoroughly so correct me if i'm wrong:

* Agility no longer increases critical hit odds.

* Turquoise dofus is now 10% fixed crit bonus.

* Old critical hit bonuses from items get translated to 1% per crit hit with this update.

* 55 - (1/old rate) === 1/50 becomes 5% (which really is the worst case scenario and the one everyone will focus on).

Calculations on 1/50 new rate:

5% base critical hit chances. Becomes 15% with turquoise dofus. Let's assume you had a 20 Crit turq before the update and had 45 crits total. That means that taking out the turq, you have 25 crits from items. That gives an extra 25% bonus, which translates into a final 40% critical hit chance.

Please correct me if I'm wrong, and I hope I am. But that sounds like a 10% penalty for folks that had 1/2 with 20 crit turqs.

Please tell me Im wrong :)

You are right.

Not always base chance is 5%. It is for base (atm) 1/50, with 1/40base it becomes base 15% and so on. IT is lame only for low chance base spells like 1/50. then each critical hit from item increases your %chance by this number (+10ch turq gives 10% more chance of Crit and so on.)

So saddly I can't tell you that you're wrong ^.^ 45ch needed to be 1/2 with 1/50base, sounds similar as nowadays (If we would exclud agi bonus) but turq giving 10 instead of 20max is making it much worse.

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ok, so a build that got 1/50 @ 1/2 on current system, will have 40% on that spell after patch?

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Most classes have 1/30 and 1/40 but flammiche, chafer, boomerang and ccbuff are still 1/50 or in my case destructive arrow, slowdown, absorptive are still 1/50 too.

And for my bearbaric sword i need 50CH because the NB is 0

ok, so a build that got 1/50 @ 1/2 on current system, will have 40% on that spell after patch?

yes.

Edited by Rockyou

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ok, so a build that got 1/50 @ 1/2 on current system, will have 40% on that spell after patch?

Correct.

Some spells like sadida bramble or bushfire are 1/50 base also. Sucks since these are basic spell on sadis.

Edited by zapper

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ok, so a build that got 1/50 @ 1/2 on current system, will have 40% on that spell after patch?

Depends on your total crits on current system and the turq you have. Worst case scenario... 40% for chars with 45 crits total and 20 turq (actually agi chars have an even worse scenario). But if you have 45 crits total and a 11 turq... then you get 5+10+34 = 49%.

So now I like ankama's lie:

In addition, despite this change, characters’ Critical Hit rates will not generally decrease once the new system is implemented.

Characters who had a final Critical Hit rate of 50% will have roughly the same rates with the new system.

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sucks...

but, well - i can't change it so i will have to get used to it ^^

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I'd really like to know the reasoning behind 10 Crits and not 15+.

At 1/50 (which is still the vast majority of spells and weapons) that's at 10% loss which is pretty huge. Considering a loss of 10 from the egg, a loss of 4-6 from agility, and a gain of 5 from the base percentage.

I imagine we're going to see a lot more nomarrow sets. How boring.

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Depends on your total crits on current system and the turq you have. Worst case scenario... 40% for chars with 45 crits total and 20 turq (actually agi chars have an even worse scenario). But if you have 45 crits total and a 11 turq... then you get 5+10+34 = 49%.

So now I like ankama's lie:

Well, if you had an even amount of 1/30 and 1/50 spells, then it would balance out I guess... but considering that this isn't the case for most classes, this works out a nerf in almost all cases of characters using a 20 crit turq to attain 45 crits. For those using 11 crit turqs previously, they lose 1% rate on 1/50 but gain 19% on 1/30 if I calculated it right, and also gain 9% on 1/40 spells.

I guess we'll all fish out some new cookie cutter setups or ankama may release some new gear with heavy amounts of +crits or something. I guess with the new trophies you could probably use some of the higher +crit gear together to still achieve 50% on 1/50 spells, but it wouldnt be that easy really.

Overall, I think its pretty shit... Also, GG anyone who had a thunderbuff at 1/2 previously! Lucky for Cras and Srams, they can buff their crits, unless ankama feel like fucking that over, in which case gg. You could perhaps use that to get your 1/50 spells to 50%+ crit rates again

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1/30 now equals 25%

An unspecified set of mathematics specific to a certain nationality, which is not inferior to the mathematics of any other nationality, as defined by Ankama® Games makes me re-evaluate my life.

Shush I know there's a formula, I'm trying to make a joke.

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Lucky for Cras and Srams, they can buff their crits, unless ankama feel like fucking that over, in which case gg. You could perhaps use that to get your 1/50 spells to 50%+ crit rates again

(http://www.dofus.com/en/mmorpg/news/devblog/tickets/433987-changes-critical-hits-system)

"

What about spells that give Critical Hit bonuses?

With the new system, these Critical Hit bonuses potentially become more worthwhile. However, the way they are set up right now, they don’t seem to us to be the most suitable. Even though nothing is planned in the immediate future, you should expect spells that give Critical Hit bonuses to be modified in the future."

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Two reasons I don't like this update:

For starters, spells that generally have a lower Critical hit ratio have less significant bonus for getting a crit.

Using a cra for example, since I am a cra, Lashing, Ice, Plaguing which are all 1/40 only get a 3-5 base damage increase per crit, compared to Destructive, Slow down, or Absorptive which are all 1/50 gain 10 base damage per crit, another example could be seen in Chafer and Arachnee spells (both 1/50) and they benefit greatly from crits.

Second, I doubt this 10% increase to my Crit ratio is going to make a huge difference, 60% or 50% or even 40% is still going to screw me over when I need a crit. I like that the crit cap as been removed and it allows people to pursue silly sets that give 80+ crits, but I don't tell me that it benefits players who want to build sets that have 1/2 at 1/50, that now must find 10 more Crits that the turq no longer provides

Edited by Bob-skittle

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