That wasn't entirely correct.
- A. 3 Luk = 1 Crit indeed. Katar wielding assassins, however; get twice the Critical number ( total crit rate*2 for katar assassins)
- B. Soldier skeleton a.k.a. SS card gives 9 critical rate despite the description, meaning you would get 9 critical rate bonus with 1 SS card, 18 with 2, and so forth.
*Not a single card or item gives critical by percentage. None.
Example:
1) If you're an assassins with 66 Luk using Specialty Jur [Soldier Skeleton][Soldier Skeleton][Soldier Skeleton][Soldier Skeleton]
you would have [ 1 + (66/3) + (9*4) ] * 2 = 118 critical rate in total
Per contra, it's impossible to achieve absolute critical (100% crit and beyond). The highest critical rate any class can have is limited to 95.
2) If you're a knight with 30 Luk using Crescent Scythe, which claims to give 30% critical rate
you would have 1 + (30/3) + 30 = 46 critical rate in total
- C. Critical damage ignores armor and flee completely, but doesn't penetrate through size/elemental/race/range(only against ranged critical atk) reduction.
Perfect dodge and Auto Guard skill, however, can dodge critical attack when prompted. Vit also helps reduce critical damage received, but not by much.
Targets with high Luk have better chance of avoiding critical attack because of high critical shield and perfect dodge
(5 Luk = 1 Critical shield = -1% chance of receiving critical damage )
(Also, 10 Luk = 1 Perfect Dodge = 1% chance to dodge both normal physical attack and critical attack ) To put simply, - Crit hits targets with high flee and ignores armor defense.
- Crit can deal less damage against any of the reductions mentioned above
- Crit does not hit perfect dodge or prompted auto guard.
- Targets with high luck have higher chances of avoiding critical attack
- D. To my knowledge, neither the critical formula had ever been changed nor the critical damage itself was known to deal doubled damage. Critical deals maximum damage which can be less than twice of normal damage or more, depending on the target's damage reduction and the attacker's damage modifier. The maximum damage dealt by critical hit should follow the formulas(range and melee) on this ro wikipedia page
link: http://irowiki.org/oldwiki/Attack (http://irowiki.org/oldwiki/Attack)
That wasn't entirely correct.
- A. 3 Luk = 1 Crit indeed. Katar wielding assassins, however; get twice the Critical number ( total crit rate*2 for katar assassins)
- B. Soldier skeleton a.k.a. SS card gives 9 critical rate despite the description, meaning you would get 9 critical rate bonus with 1 SS card, 18 with 2, and so forth.
*Not a single card or item gives critical by percentage. None.
Example:
1) If you're an assassins with 66 Luk using Specialty Jur [Soldier Skeleton][Soldier Skeleton][Soldier Skeleton][Soldier Skeleton]
you would have [ 1 + (66/3) + (9*4) ] * 2 = 118 critical rate in total
Per contra, it's impossible to achieve absolute critical (100% crit and beyond). The highest critical rate any class can have is limited to 95.
2) If you're a knight with 30 Luk using Crescent Scythe, which claims to give 30% critical rate
you would have 1 + (30/3) + 30 = 46 critical rate in total
- C. Critical damage ignores armor and flee completely, but doesn't penetrate through size/elemental/race/range(only against ranged critical atk) reduction.
Perfect dodge and Auto Guard skill, however, can dodge critical attack when prompted. Vit also helps reduce critical damage received, but not by much.
Targets with high Luk have better chance of avoiding critical attack because of high critical shield and perfect dodge
(5 Luk = 1 Critical shield = -1% chance of receiving critical damage )
(Also, 10 Luk = 1 Perfect Dodge = 1% chance to dodge both normal physical attack and critical attack ) To put simply, - Crit hits targets with high flee and ignores armor defense.
- Crit can deal less damage against any of the reductions mentioned above
- Crit does not hit perfect dodge or prompted auto guard.
- Targets with high luck have higher chances of avoiding critical attack
- D. To my knowledge, neither the critical formula had ever been changed nor the critical damage itself was known to deal doubled damage. Critical deals maximum damage which can be less than twice of normal damage or more, depending on the target's damage reduction and the attacker's damage modifier. The maximum damage dealt by critical hit should follow the formulas(range and melee) on this ro wikipedia page
link: http://irowiki.org/oldwiki/Attack (http://irowiki.org/oldwiki/Attack)
Geez that means awhole bunch more cards have the wrong description D: I wish they'd fix that.
Also I read up on the MVP skill Defender (which I assumed just increased the MVP defences) and it turns out it actually reduces ranged ATK so that would explain why crits suddenly do less damage.
as for D. The crit formula was changed several times during the 3 years of beta (and possibly after that too since I didn't recognize it when I got back to playing).
Ah goodie I learned a little something with this thread! Thanks guys[/list]