this is complete BS. with 30% crit, if you cast 10 frostbolts, on average, 3 of them will do additional damage (twice as much). In wow, the chance to hit is 100%. Chance to critically hit for bonus damage is equal to your crit rating.
Not needed. The strike does have extra effectiveness as the output is doubled. Critical Strike is such an old term in gaming by now that it doesnt need any explanation. Plus someone can figure out what a crit is very quickly especially with the base UI which spams you with all sorts of damage and healing numbers.
it pretty much increases the chance that any ability you do becomes a crit ability that deals 200% of the damage (so double of the normal value)
Some abilities such as Chaos bolts get increased crit damage instead but that is said on the spell itself.
In an ideal world the game would be designed so that you could pick your playstyle and acquire gear with stats to aid in this.
So you could play a slower 2 Handed style were doing Crits would have more impact.
Or you could play a faster 1 Handed style were you did a lot of weaker hits and Haste would be better.
A critical strike is a damage event that deals 175% of its normal damage by default, denoted as critical strike damage. This can occur on some items and abilities, and almost always on basic attacks. Depending on the effect, a critical strike would occur under specific conditions, or based on critical strike chance.
The most common form of critical strike occurs on basic attacks, which cannot critically strike structures. The exceptions are Fiora's Bladework, Jhin's Whisper, Master Yi's Double Strike, and Rengar's Savagery.
Champions can increase their chances to critically strike and the damage they deal with critical strikes using items and abilities. Critical strikes are especially valuable for champions who deal damage primarily with basic attacks rather than abilities. Some champions, like Ashe, have an affinity for critical strikes and benefit more than others from items that improve them.
Critical strike chance (often simply crit chance) is a stat that denotes the probability, or chance, that a basic attack will critically strike. Some damaging effects may be able to critically strike using the same chance, some others may scale with critical strike chance but are usually not able to critically strike themselves, and some may critically strike without a pre-requisite for this chance but based on other conditions.
All champions start with 0% critical strike chance, and the only ways to increase it are items or abilities. Critical strike chance cannot exceed 100%, but some effects may be special-cased to benefit from the excess, such as by granting additional statistics (e.g. Senna's Absolution).
Many abilities in the game enhance basic attacks, causing them to deal increased damage. Since these are basic attacks, they can critically strike, with a few exceptions (see below), however, the ability's damage itself will only be amplified by a critical strike for the following abilities.
I have recently tried combining a one-handed light saber (critical range 19-20) with a keen effect (doubling the critical range to 17-20) and the Critical Strike series, which at level 3 is supposed to quadruple your crit-range.
Of course, considering you actually have 4 attacks if you're playing for damage (2 swords, Master Speed), and only one would be with Critical Strike, Critical Strike itself would still only be roughly as useful as Flurry (2 attacks for 4 times damage and 4 attacks are about the same). When you calculate what you lost in terms of damage by choosing keen upgrades vs what you win with the 20% probability of 3fold criticals on the other 3 attacks, I guess the styles are about even?
Thinking about which is better (more hits for less damage or less hits for more damage) I got to the point of shields. How many enemies use them (or Energy Resistance or stuff like that) in KotOR 2? I can't seem to remember any.
Ah no I believe Critical Strike affects all your attacks, certainly the penalty affects you for an entire attack round and it would be incredibly lame if the benefit didn't also. Flurry provides you with 25%-200% more attack capability (depends if single\dual weld+Master Speed) without penalty. If CS only impacted on the first strike then you'd have a 25%-50% chance of doing 100% more damage per attack which would be majorly underwhelming especially given the DEF-5 drop. It's supposed to affect all attacks. Hmm according to Gamespot - KotOR II you're supposed to be able to get 80% criticals. Maybe they goofed? Flurry gives you an additional two attacks (not one) if you solo weld. My preference is for CS myself. Sniper Shot's the ranged equivalent and again I prefer that. Hmm not sure if Rapid Shot gives 2 additional attacks all the time or only single weapons, something to check. Anyone know?
Not exactly. The point is simply that in an MMO"RPG" balance is vitally important. When people notice after a patch that a certain class in WoW is suddenly able to defeat (most of) the others with ease, then you will not see a lot of the other classes around. Competition dictates that only the most powerful has any right to exist.
In contrast, in a real RPG you will most likely have some builds that are more powerful than others. People will still choose the weaker classes because they are roleplaying and there are more things besides effectivity in combat. I even remember a rule my DM told me once: "The more powerful your build is, the more roleplaying I'll expect from you." [This on the subject of elves, who in that particular game were naturally superior at everything]
With critical strike, if you crit with your weapon, then you can cast a spell that is also critted, and use it as a touch attack. Does this allow you a second spellstrike? Or just 2 spells during one same turn?
Critical Strike specifies that it uses a melee touch attack, so no, you can't spell strike with it (Sad face). The spell that Critical Strike casts rolls a melee touch attack. It does not automatically crit, you roll normally.
Edit: I messed up the condition, it should be Attacking Unit, not Triggering Unit. Also I'd move the "set bonusdamage" to the "then", above the damage dealer. No point setting that variable if there's no reason too.
You can do a similiar thing for armor penetration I think. But instead of deal damage, choose "Change unit damage" for your hero. I'm not sure if there's an anti-armor option, but you should be able to find something nice.
Small notes: "math - cycle" is actually modulo addition, and "set life" won't give the attacking unit credit for the kill. The "damage unit X from unit Y" actions from the Warcraft 3 editor appear to have been removed in the SC2 editor, so it's probably difficult at best through triggers... might be something in the data editor though.
you create a hidden unit owned by the player which kill the unit if the damage of the critical are too high (you randomize the damage, they are 35 and the unit only has 25), you make this unit kills the target (and you give to the hidden unit shared xp in all the map -which can cause a problem if you have two hero at two different place but you can also give the xp by trigger, even if it's difficult cause there is no "add xp" I think I see a thread which explain how to do that...)
If your critical strike is not a bonus damage but a multiplier, I think you can calcultate the exact damages of your hero by checking the life after each auto-attack (the difference between the two last hit is the modified damages) add the armor of the target to have the actual damages -and by checking the attribut type of the unit -biologic, mecanic etc... adding/removing the bonus/malus damages. Once you have the exact damages of your hero (of course if the damages of your hero don't change for all the party no need of such trigger) you check the life of the targer and if it's a fatal blow, kill it with the hidden unit. You have also to check the unit is the same for both hit (so if you kill many unit in one hit it won't be precise, cause it won't be calculate often enough. Even if you don't kill in one hit, an error can happen just after you damages changed -by picking an item-)(it can cause a problem if the first hit of the game is a critical one which have to kill the unit since it need two hit to determine the damages of the hero)
The "damage unit X from unit Y" actions from the Warcraft 3 editor appear to have been removed in the SC2 editor, so it's probably difficult at best through triggers... might be something in the data editor though.
So the set effect would randomly choose an effect damage effect? Then how do I make it so the set effect runs when the unit is attacking, or would I just have it so the set effect is periodically run, and would it work properly as a critical strike then?
To get the damage point one has to get data from the Catalog Field Value Get, keep in mind though that there is units with weapons that have 0.00 as Damage Point (Zealot for example) and this cause the behavior to be removed as soon as it was applied since the wait is 0.00 seconds. A way to get around this is to make a "minimum wait time".
Okay, but I wanted a critical strike ability that was independent of the weapon being used. That is, whether you have critical strike or not depended on whether you leveled the ability, and as you level the ability the % chance of getting a critical strike goes up.
So let's say I changed the effect of the weapon. Is there a way to make it do what I just previously described, so that you only have critical strike if you've learned the ability and as you level the ability you get increased % chance of getting a critical strike?
EDIT: Well, I got it working. I basically did what you said xhatix but with a little modifications. I have the weapon run a set effect which runs 4 other effects, the original weapon damage and then 3 other set effects. Each of the set effects has a validator that corresponds to a level of the critical strike behavior. They also have the weapon damage effect, with the random thing you said, and each one has differing amounts of null effects to get the % chances.
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