With the update of the new critical system, I'm not sure if anyone else understands it. But now it's a bit more of a chance, and it works well for those who usually don't hit on a critical to have a chance to hit critical.
Under the old system, prior to the Polaris update, I've listed basically how it worked on the lower half of this post. Prince of Shadows reiterated, and clarified some major points that I missed.
But under the new system? Both sides are a die roll now.
Using the D&D example below, but with two 10-sided dice, you can say that the percentage of your critical is also the limit of number that you can roll to go critical. If your critical rating was 33% (Like my Balance's is), then any roll of 33 or below would mean that you go critical on your spell. But now, that critical is absolute. It's a definite critical strike without a number put on it.
The only real way that the critical system is different is in the block now. Their block is also absolute, depending on their threshold. The only difference is it's based off of a separate roll, their own role- meaning the enemy you're going critical against does have less of a chance now to block, but they still do. And I get it, it's annoying in mob battles when you've got that one guy that blocked your critical, and decides to start bolt spamming you. Still, you have to live with it, it's the new system.
They also, of course, changed the numbers. And yes, I denied it while it was in test realm, but after witnessing it and experiencing it for myself in live, level decay is a thing now. I don't know the specific base it's on, someone else might be able to figure that out.
Also, under the new system, each part of the attack is counted towards blocking. So if you cast a Deer Knight on a mob, there's a chance that there could be one, two, or no blocks on a single creature. The chance of a block however, with Critical being absolute now, is still somewhat low that this will actually be the case.
Either way, this was bound to happen. People, on this thread (Literally one person though), across this site, and across social media have complained about the old critical system, and even KingsIsle admitted themselves that they personally erred in making it the way it was. It wasn't meant to be that way, and it was outdated to the point where people were getting anywhere from 500-800 critical/block rating in-game, which under the old system would have been 100-160% chance.
In my opinion, it feels more fluid and far smoother and efficient than before, and schools with less critical that manage to put out one are more likely to hit with the critical than without. It feels like there's more good that came out of it, at least to me, than bad. But I digress.
I hope this part, again, helps. Thank you for taking the time to read this.
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Okay, this is aimed at a broad range of people.
Lately among many, many Wizards, I've seen complaints about how they have higher critical than their opponent, and in theory should be making every critical strike just because their rating is stronger than their opponent's block. Yet, their opponents block their critical strikes every time.
I'm tired of people ranting saying that KingsIsle made a "Broken game" because of this. Because they DIDN'T.
If anyone's played any tabletop dice-based RPG, then you should know how rolling a bad strike, a good strike, and a critical strike work. In Dungeons and Dragons (I have participated in other RPGs that played similarly, but not D&D. I'm taking information from a friend), If you roll anything below 5, you make a bad strike against your own team. If you roll 5-19, you roll anywhere from a low-damage to a high damage strike, ultimately hitting a critical if you roll 20.
Critical strikes and critical blocks are based on chance in a die roll of 100. If your critical strike is at 80%, and mine is at 60%, then here's how it would go.
80% is equal to a 4-in-5 chance of landing a critical strike. Theoretically, you should have one non-critical for every four criticals you fire off. But if you're using your 80% critical against my 60% block? You might have 4 out of 5 chances to make a critical, but against me your critical has a 75% chance of failing.
In other words and working theory, only one in four criticals of your 80% threshold will make it against my 60% defense.
It's not 60% of blocking a critical out of your 80%. If your 80% suddenly equaled 100%, it wouldn't make any sense. The engine runs on fixed numbers.
I don't have a 3-in-5 chance of blocking your critical. Because 6/8 is equal to 3/4, I have a 75% chance of blocking your critical, and you have a 25% chance of landing a successful one. I will say again, you have a 1-in-4 chance of making it through my block successfully.
And no, don't say that your critical starts from 100, and my block starts from 0. It doesn't work like that, all numbers start from 0 and go up. Only golf scores work like that.
So, if you want to roll a successful critical strike in these odds? 1-60 means you critical, but your opponent blocks it. 61-80 means that you make a critical and it goes through on the opponent, and 81 and above means that you don't even critical at all.
Look at your statistics vs your opponent's before you say that KingsIsle made a broken game. Always. PvP's damaged enough in the game lately because of cries for nerfs, and it's irritated the daylights out of me.
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