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04-06-2009, 12:56 AM
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Lil Newbie
Character: decius
Posts: 3
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Melee proc items use spell crit as modifier
Ok this really annoyed the hell out of me. There is very very very few melee based proc's in the game the main one now being the meat cleaver of the ethernaut chef which has a 1k slashing proc on it(a signature quest reward). So i finally get round to finishing the signature quest and choose the meat cleaver as a reward only to find out from using ACT that the 1k slashing proc uses my SPELL CRIT % to determine crit hit chance not my MELEE CRIT %. Nice one sony, two thumbs up.
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04-06-2009, 01:20 AM
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Regular
Character: Logix
Guild: Paradox
Server: Blackburrow
Posts: 618
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Re: Melee proc items use spell crit as modifier
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04-06-2009, 01:10 PM
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Regular
Character: winslow
Guild: Four Fingers Deep
Server: Zikel
Posts: 149
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Re: Melee proc items use spell crit as modifier
Uhm this is nothing new..............
This is why INT and Spell Crit are important. Cause poisons + some procs increase their damage from INT, and their crit % from spell crit!
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She can outbid him on the Dark Orb of the Mind, but can't outparse his pet!
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04-06-2009, 01:16 PM
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Done
Character: Calaglin
Guild: Dissolution
Server: Nektulos
Posts: 11,731
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Re: Melee proc items use spell crit as modifier
Did it really take you this long to realize this? If so you're pretty stupid.
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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest
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04-06-2009, 04:14 PM
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L337 Poster
Character: Age of Conan
Guild: Does Not Suck
Server: Anymore!
Posts: 1,059
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Re: Melee proc items use spell crit as modifier
Way to go OP.
Two thumbs way down.
When they say slashing they don't mean its a melee attack, because it isn't. They mean that mitigation vs slashing will effect it. That's how this game ticks, so get use to it.
There is also the Indestructible Shackle from PoF which is easily attainable that offers a nice +4 to spell crit. And there is avatar gear with stats across the board on many of the items they drop. Like Spell Crit, Melee Crit, Spell Crit Bonus, and Melee Crit Bonus all being on the same item.
Anyways my spell crit is 24% and that's more than enough to get a decent parse out of my GVB stuff, so I don't care.
Last edited by kanolth; 04-06-2009 at 04:15 PM.
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04-06-2009, 06:32 PM
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Visitor
Character: Koldsteel
Guild: Tyranny
Server: Oasis
Posts: 53
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Re: Melee proc items use spell crit as modifier
Quote:
Originally Posted by kanolth
Way to go OP.
Two thumbs way down.
When they say slashing they don't mean its a melee attack, because it isn't. They mean that mitigation vs slashing will effect it. That's how this game ticks, so get use to it.
There is also the Indestructible Shackle from PoF which is easily attainable that offers a nice +4 to spell crit. And there is avatar gear with stats across the board on many of the items they drop. Like Spell Crit, Melee Crit, Spell Crit Bonus, and Melee Crit Bonus all being on the same item.
Anyways my spell crit is 24% and that's more than enough to get a decent parse out of my GVB stuff, so I don't care.
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So, you're suggesting it's fine to have 24% spell crit while mages, crusaders, predators, and bards can achieve at least twice that amount with less effort? The main reason why rogues are falling behind as a dps class is our lack of support for spell procs in the form of crit, crit bonus, and base spell damage percentage. Let's face it - any amount of these statistics we're able to achieve is dwarfed by every other dps class in the game. GG - enjoy being subpar.
Last edited by Koldsteel; 04-06-2009 at 06:42 PM.
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04-06-2009, 07:10 PM
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Visitor
Character: Koldsteel
Guild: Tyranny
Server: Oasis
Posts: 53
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Re: Melee proc items use spell crit as modifier
Oh, just for the sake of the discussion, I'll post a message I received from Aeralik a few days ago in response to a concern I brought up. My decision to continue playing this game after the release of the next xpack depends on whether or not the development team goes through with this change.
Swashbuckler Combat Art: Insight
Do you have any intentions to make this ability check against melee crit and base CA % damage? Currently, it checks against spell modifiers, meaning it doesn't scale as much as it should with gear.
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thats common with all effects of that type not just swashbucklers. We are looking into consolidating effects like critical type and stuff which would fix the problem but no eta on that.
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04-06-2009, 07:14 PM
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Clueless McNoidea
Character: Rhib
Guild: Haven
Server: Mistmoore
Posts: 102
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Re: Melee proc items use spell crit as modifier
thats very interesting, a very welcome change imo.
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Scrownge - Befallen
Rhib - Mistmoore -Haven
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04-06-2009, 07:19 PM
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Regular
Character: winslow
Guild: Four Fingers Deep
Server: Zikel
Posts: 149
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Re: Melee proc items use spell crit as modifier
From that response what I conclude is that they plan to remove the difference between spell and melee modifiers and just change it to +Critical Attack and +Base Attack damage etc.
Anyone else think of that same thing? Don't know what else that response could really mean.
__________________

She can outbid him on the Dark Orb of the Mind, but can't outparse his pet!
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04-07-2009, 12:19 AM
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Done
Character: Calaglin
Guild: Dissolution
Server: Nektulos
Posts: 11,731
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Re: Melee proc items use spell crit as modifier
Koldsteel you're funny. It's quite obvious you didn't "receive" a message from Aeralik a few days ago, you read a post from me on the Fury boards from Aeralik. I know because it was quite obvious when you posted on the official boards after I posted it this same message on the Fury boards:
Quote:
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Originally Posted by Aeralik
Reducing the number of effects
This one is a bit more complex. Right now we have 5 types of criticals, Melee, Ranged, Heal, Spell, and Taunt criticals. Instead of having so many different critical types we would move to one generic critical chance. Take rangers for example. We need to create a certain amount of Ranger specific items to appeal to their effect needs. However, if you are grouping or raiding and your ranger has these items already then the item is often deemed as worthless. This also solves a number of other problems like introducing Taunt criticals, itemizing properly for bards and crusaders and a whole host of other issues.
From there we would likely adjust critical multipliers down to one generic effect as well. We could then balance classes by role so that they have higher base crit mults for their specialties instead of everyone using a 1.3 base. For example healers get a higher heal crit mult than everyone else. Rangers get the highest ranged mult, etc. This will obviously take some planning and I stress its just an idea right now so nothing to get too worked up over.
We would then continue to consolidate effects where it makes sense like double attack and ranged double attack. Other things might include base damage increasers and +damage increasers.
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__________________
Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest
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