#Additional crit damage could be a flat addition instead of a multiplier

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red tinsel
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Some examples:

Character has 0% base crit damage bonus, and gets +20% crit damage

Multiplier (current): they still have 0% crit damage bonus.
Additional: they have 20% crit damage bonus.

Character has 200% base crit damage bonus, and gets +20% crit damage

Multiplier (current): they have 220% crit damage bonus.
Additional: they have 240% crit damage bonus.

Decoupling bonus crit damage from the baseline crit multiplier makes the stat's effectiveness much more consistent and intuitive across characters (+20% means you get an additional 20% of pre-crit damage, no matter what you're playing); this also allows tinkering with the baseline critical multiplier given to each character without throwing their crit effectiveness wildly out of balance.

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This also means you can have characters without inherent crit, while leaving it open as a lategame scalar once people have run out of other things to invest in.