[1.2.318] [KOR] Adventurer Skill Revamps
I've been reading over the Critical calculation threads, and have made sense to Critical Punch and Stun Mastery for Brawlers/Marauders.

With a base of 5% Critical chance doing 120%-150% damage, you get an additional 20% chance to both the chance and the minimam damage, so with just Critical Punch, we'd have 25% Critical chance of doing 140%-150% damage.

Using Stun Mastery, we get 50% Critical chance of doing 140%-150% damage.

What doesn't make sense with this, is that many classes can get higher minimum damage than maximum when using SE. For example, SE raises 30% minimum Critical damage, so technically, Critical Range would be 170%-150%. Can someone test to see what happens?

EDIT: Also, with potential items in KMS raising chance of Critical, is it possible to raise Critical chance to 100%? How would the DPS of characters change?
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Messages In This Thread
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 05:49 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Beg - 2010-06-17, 06:05 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 06:10 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:03 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:34 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Jon - 2010-06-17, 10:43 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Tay - 2010-06-18, 01:18 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by Tay - 2010-06-18, 01:43 PM
[1.2.318] [KOR] Adventurer Skill Revamps - by OrangeGuy - 2010-06-25, 07:37 AM
[1.2.318] [KOR] Adventurer Skill Revamps - by Rob - 2010-06-28, 10:55 AM

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