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Ranger - Crit Vs Attack


RPG-DN
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On 8/4/2021 at 5:27 AM, RPG-DN said:

After hitting the soft cap (440 I think)

There is no softcap: https://aion.fandom.com/wiki/Physical_Crit

The calculation is always 10crit stats = 1% and the max crit chance is 50% (or 500 stats).

Your actual chance is being calculated with your base crit stats minus the strike resist of your opponent.

(Formula: %Crit Chance = (Your Total Crit - Your Target's Strike Resist)/10)

Take note that the strike resist usually comes from a gear upgrade (+15set = 150 strike resist).

 

This means in an early game, 500 total crit (including food) will give you a 50% crit chance assuming that your opponent has 0 strike resist.

In later game, where peeps had ton of upgrade, a minimum of 650 total crit is required. (700 total crit for endgame PvP is the ideal stats to counter equips with Strike Resist and +15 armor set)

Edited by Saitamasensei
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Sait's post is very inaccurate and may reflect current Aion retail. 
 

As far as classic goes, do keep going with crit. We do have SR on enchants and players can easily get 200-300 SR. 

 

44% is soft cap on this patch, with diminishing returns after. At end game you want at least 600-700 crit to combat the SR. Most peeps haven't started fully enchanting their armor though. 

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6 hours ago, Jake-DN said:

Sait's post is very inaccurate and may reflect current Aion retail. 
 

As far as classic goes, do keep going with crit. We do have SR on enchants and players can easily get 200-300 SR. 

 

44% is soft cap on this patch, with diminishing returns after. At end game you want at least 600-700 crit to combat the SR. Most peeps haven't started fully enchanting their armor though. 

Aion Classic isn't exactly "Classic" we're running on the newer client with updated skills and such. Strike Resist is currently in the game, so how is the current soft cap 440? That wouldn't make much sense. This isn't exactly the game that it was on release, + all the other things that are either sped-up. Node rates spawn 3-4x faster than in the original, drop rates are increased. This isn't the same game.

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2 hours ago, Coldlight said:

Aion Classic isn't exactly "Classic" we're running on the newer client with updated skills and such. Strike Resist is currently in the game, so how is the current soft cap 440? That wouldn't make much sense. This isn't exactly the game that it was on release, + all the other things that are either sped-up. Node rates spawn 3-4x faster than in the original, drop rates are increased. This isn't the same game.

They didn't rework crit until later on. 

Several tests were done both by players and GM's to showcase crit rates during these days. If we had the reworked crit, you would see different damage formulas as well. 

 

SR is a 1:1 mitigation against crit strike, so if you have 440 Crit, and someone has 200 SR, you will effectively have 240 Crit against them.  Hence you want 600-700 Crit at end game, and with current patch, 2k accuracy (2.2k if Glad with Zerk for example). 

Yes this patch has a variety of odds and ends from different patches, but it reflects everything from 2.7 and prior. Nothing that was changed or added in 3.x and later, is currently in the game. 

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For me it's an easy choice : the only attack stat that's important for a ranger is the raw dmg from the bow + enchant bonus + fusion bonus. All other attack bonuses are not multiplied by buff and that's why attack manastones should only be socketed by fast-attacking classes (so only sin and dual wielding glads). 

Get enough crit to reach those 44% critrate (taking into account the crit resist), so probably around 600, and then socket either hp, acc or m.acc. Your base M.acc is too low to make socketing macc useful against cloth/mr cleric and already high enough against plates. You could debate accuracy is useful, but hp will make you survive in a lot of situation you would have died otherwise. A +10 30e ap set socketted with crit and hp will give you, when under chanter buff, somewhere between 9k and 10k hp. (even better if +15)

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11 hours ago, Jake-DN said:

They didn't rework crit until later on. 

Several tests were done both by players and GM's to showcase crit rates during these days. If we had the reworked crit, you would see different damage formulas as well. 

 

SR is a 1:1 mitigation against crit strike, so if you have 440 Crit, and someone has 200 SR, you will effectively have 240 Crit against them.  Hence you want 600-700 Crit at end game, and with current patch, 2k accuracy (2.2k if Glad with Zerk for example). 

Yes this patch has a variety of odds and ends from different patches, but it reflects everything from 2.7 and prior. Nothing that was changed or added in 3.x and later, is currently in the game. 

So it's exactly what I said. So you need 600+ crit at endgame to compensate for SR, why stop at 440 even with diminishing returns if you need to make-up for SR? Makes no sense.

Edited by Coldlight
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On 8/11/2021 at 12:21 AM, Jake-DN said:

Sait's post is very inaccurate and may reflect current Aion retail. 

On 8/11/2021 at 9:35 AM, Jake-DN said:

SR is a 1:1 mitigation against crit strike, so if you have 440 Crit, and someone has 200 SR, you will effectively have 240 Crit against them.  Hence you want 600-700 Crit at end game, and with current patch, 2k accuracy (2.2k if Glad with Zerk for example). 

This replies makes me laugh... You are disagreeing with my post and later explain a similar thing.

We'll for bottom line... This Aion is not the "old Classic" that we used to know. Strike Resist is in game whether you like it or not, thus, there is no softcap thingy.

Echoing my post earlier, this is the Formula for Crit Chance: %Crit Chance = (Your Total Crit - Your Target's Strike Resist)/10 [Max: 50% Crit Chance]

 

Edit: The link that I provided is verified (aionsource.com) prior 2.7 patch and because it was too old the content was removed.

Edited by Saitamasensei
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Also for the benefit of the doubt here are some testing done by our fellow ranger: (tested on low level mobs = assumed 0 strike resist)Of6pwtB.png

Note the results are linear and no softcap is detected (300=30%) and continuously increase until it hit 50% chance and stops there.

Edited by Saitamasensei
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2 hours ago, Saitamasensei said:

Also for the benefit of the doubt here are some testing done by our fellow ranger: (tested on low level mobs = assumed 0 strike resist)Of6pwtB.png

Note the results are linear and no softcap is detected (300=30%) and continuously increase until it hit 50% chance and stops there.

Thanks for posting, I kept telling people this isn't the original classic. This pretty much solidifies that we're using the updated values. Don't know why people had a hard time understanding this when they even said we'd be using the updated client and skill system.

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