Not enough people understand how critical works. They think criticals work like an arm-wrestling match: if you have big ratings, you score critical hits against smaller ratings. (Wrong. It's not. It's a chance-based statistic.)
We should just change the critical rating to a percentage figure. It's easy to understand, 0-100%.
People will grasp that if 75% of your hits are criticals, those hits will have a pretty good chance at getting past a 25% block.
Or, at the very least, make an in-game tutorial about it.
Not enough people understand how critical works. They think criticals work like an arm-wrestling match: if you have big ratings, you score critical hits against smaller ratings. (Wrong. It's not. It's a chance-based statistic.)
We should just change the critical rating to a percentage figure. It's easy to understand, 0-100%.
People will grasp that if 75% of your hits are criticals, those hits will have a pretty good chance at getting past a 25% block.
Or, at the very least, make an in-game tutorial about it.
It couldn't work that way. Because the lower the level you are the more the critical you have. So lets say if a level 1 buys the crown shop critical thing. Now he/she has 120 critical, his/hers chances of a critical would be like 40%, unlike if a level 90 was using it. It works that way because if a level 90 is using the level 60 waterworks gear or anything of a lower level, it will be more fair. The higher the level the more the critical you need to get to 100 percent. So pretty much let's put it this way. If a level 60 has 300 critical it'll be like 80% or 75% chance, if a level 90 had 300 critical it would be like 55% chance.
Not enough people understand how critical works. They think criticals work like an arm-wrestling match: if you have big ratings, you score critical hits against smaller ratings. (Wrong. It's not. It's a chance-based statistic.)
We should just change the critical rating to a percentage figure. It's easy to understand, 0-100%.
People will grasp that if 75% of your hits are criticals, those hits will have a pretty good chance at getting past a 25% block.
Or, at the very least, make an in-game tutorial about it.
They are percentages, hover over the place where it says your critical rating and it will give you percentages. I think I saw an article where it said that every 5 points equals 1% critical. It may have been 4 points but nonetheless the less block you have comparatively to their critical the less chance you have to block.
Not enough people understand how critical works. They think criticals work like an arm-wrestling match: if you have big ratings, you score critical hits against smaller ratings. (Wrong. It's not. It's a chance-based statistic.)
We should just change the critical rating to a percentage figure. It's easy to understand, 0-100%.
People will grasp that if 75% of your hits are criticals, those hits will have a pretty good chance at getting past a 25% block.
Or, at the very least, make an in-game tutorial about it.
I think changing it to an ACTUAL percent would be good, as would further explanation
It couldn't work that way. Because the lower the level you are the more the critical you have. So lets say if a level 1 buys the crown shop critical thing. Now he/she has 120 critical, his/hers chances of a critical would be like 40%, unlike if a level 90 was using it. It works that way because if a level 90 is using the level 60 waterworks gear or anything of a lower level, it will be more fair. The higher the level the more the critical you need to get to 100 percent. So pretty much let's put it this way. If a level 60 has 300 critical it'll be like 80% or 75% chance, if a level 90 had 300 critical it would be like 55% chance.
I don't understand why you're bringing levels into this?
My point is that it should just be expressed as a percentage and there's no problem. No tortured mathematics behind making a critical rating statistic.
They are percentages, hover over the place where it says your critical rating and it will give you percentages. I think I saw an article where it said that every 5 points equals 1% critical. It may have been 4 points but nonetheless the less block you have comparatively to their critical the less chance you have to block.
Wolf Skullslinger
Yes, I already know this.
The point is, if you have a percentage figure, why even present a rating and confuse people into thinking it's about strength rather than chance?
i don't think its higher level more needed but it's for sure not 1 percent is a certain amount of critical rating it just depends on the gear if you have have 1 piece of gear with 200 critical rating it would be higher chance than 3 pieces with 70 critical (yes that adds up to 210 critical rating) also so if you have a pet with critical striker critical hitter and lets say storm striker it would be around 4 percent because each talent affects separately i am not sure but unlike you guys i know i'm going with a guess
I don't understand why you're bringing levels into this?
My point is that it should just be expressed as a percentage and there's no problem. No tortured mathematics behind making a critical rating statistic.
You have to bring that in because the crit % depends on the player level. You can't show a gear item with a crit or block %. The % will change depending who equips it. You CAN mouse over your wizard stats to see the end result however. As your level goes up, your % goes down for the same crit rating. Put another way, the higher your level the more cirt rating you need to get the same %. It is rather tortured math, but that is how it works.
Yea, I have no idea what you are saying. All I know is the more critical you have the more likely you are going to critical. What's all this about percentages and numbers?