Please explain to me why to players with exact same critical rating have totally different critical hit chance? You don't need any stats or character sheets to explain it though I expect someone will ask for it.
Sign here if you think critical should be changed so gear has a percent rather than a rating!
Please explain to me why to players with exact same critical rating have totally different critical hit chance? You don't need any stats or character sheets to explain it though I expect someone will ask for it.
Sign here if you think critical should be changed so gear has a percent rather than a rating!
What you are experiencing is critical decay... It basically means you need more critical rating as you level up to maintain the same percentage you once had. It is in place to ensure that you try to actively change your gear as you level up, because Kingsisle doesn't want you to use the same gear, say, 50 levels after you first equipped it.
Kingsisle made a mistake a while back when they gave WAY too powerful gear at level 100, and there was basically no room for character progression because everyone already had the highest possible stats. They even admitted, looking back now, that they should have designed Wizard101 with more rating statistics than percentages. Nowadays, as we level up in the third arc, Kingsisle's strategy is to offer non-perfect gear in an attempt to make players stop using the Malistaire/Exalted gear sets.
I am against changing the critical on gear from a rating statistic to a percentage.
Please explain to me why to players with exact same critical rating have totally different critical hit chance? You don't need any stats or character sheets to explain it though I expect someone will ask for it.
Sign here if you think critical should be changed so gear has a percent rather than a rating!
They are different levels, critical and block decay as you level up, meaning you need increasing amounts to maintain a critical percentage.
this information is actually in your character sheet!
please read a post before commenting; OP asks why to players with exact same rating have different percentages and I wonder the same thing
level 50 fire with 200 critical has about 25% chance level 50 ice with 200 critical has about 10% chance level 50 storm with 200 critical has about 50% chance
may not be exact but you get the point and we want to know why; every school with the same critical rating should have exact same % chance;
What you are experiencing is critical decay... It basically means you need more critical rating as you level up to maintain the same percentage you once had. It is in place to ensure that you try to actively change your gear as you level up, because Kingsisle doesn't want you to use the same gear, say, 50 levels after you first equipped it.
Kingsisle made a mistake a while back when they gave WAY too powerful gear at level 100, and there was basically no room for character progression because everyone already had the highest possible stats. They even admitted, looking back now, that they should have designed Wizard101 with more rating statistics than percentages. Nowadays, as we level up in the third arc, Kingsisle's strategy is to offer non-perfect gear in an attempt to make players stop using the Malistaire/Exalted gear sets.
I am against changing the critical on gear from a rating statistic to a percentage.
Of course your against it since it would be more fair to everyone who plays rather than favor a minute number of players such as yourself.
When it was introduced, Critical was supposed to be a wild-card, sudden bonus doubling of damage. It was supposed to be unreliable and rare, just like Storm's Wild Bolt spells. That's the reason why Storm school always has the highest critical rates/percentage and Ice has the lowest.
In the early years of critical, the critical vs. block mechanic was very flawed, so that most bosses blocked critical hits 100% of the time. In PVE, most players shifted away from critical because it was so unreliable; they played on heavy damage instead.
The next problem came from Darkmoor and Exalted gear, which boosted critical and block rates too high and at the same time, KI changed the critical and block mechanics. They were tying to get back to that original vision of it being random. Instead of being random, critical and block both became reliable.
So, the next thing they they did is ramp up decay. As we level up, the "percentage chance" of a critical hit or block goes down. They're trying to get us back to the days where criticals are random and unreliable.
I'm not sure if this answers the original question, but giving a history of how critical has been implemented in the game might help. This is mainly what I've observed as a PVE player. (PVP is an entirely different matter, with critical being a huge problem in the arena.)
Alia Misthaven
PS: if I've made any mistakes, hopefully someone who knows better will correct me.
please read a post before commenting; OP asks why to players with exact same rating have different percentages and I wonder the same thing
level 50 fire with 200 critical has about 25% chance level 50 ice with 200 critical has about 10% chance level 50 storm with 200 critical has about 50% chance
may not be exact but you get the point and we want to know why; every school with the same critical rating should have exact same % chance;
This is blatantly false. All schools have the same rating percent per rating number as long as their levels match
Life, Ice and Storm lvl 50 all have the exact same critical % if their rating is the same.
please read a post before commenting; OP asks why to players with exact same rating have different percentages and I wonder the same thing
level 50 fire with 200 critical has about 25% chance level 50 ice with 200 critical has about 10% chance level 50 storm with 200 critical has about 50% chance
may not be exact but you get the point and we want to know why; every school with the same critical rating should have exact same % chance;
I am 99% sure that the critical/block system does not work that way, and what you are saying has been a debunked myth on how the critical system works.
At level 110, all the schools need 750 critical rating to have 100% critical rating. At level 120, all the schools need 795 critical rating to have 100% critical rating. The number needed is the same across all the schools.
Of course your against it since it would be more fair to everyone who plays rather than favor a minute number of players such as yourself.
I have no idea what you're talking about? The game needs critical decay in order for there to be some type of character progression. You can't expect Waterworks gear to offer the same viability at level 125 as it did at level 60.