Re: Upper limit on crits?
Well, I wasn't talking about crits specifically as they pertain to Dom3-ofcourse, that all involves mathematical formulae and codes that I lack access to, and would have to guess at.
I was simply addressing the question of why a unit should be able to hit for 4-5 times it's normal damage.
If (arbitrary number) comes up more often than it *should*-as in "more often than the code is meant to reflect", then that's a bug, plain and simple.
It's also been supposed-and seems reasonable to me-that attacks which land on a unit's head might give more critical hits than ones that land on the body.
Flaggellants might possibly-due to the type of weapon they wield, and the way those weapons function-have naturally better criticals. This is purely supposition, ofcourse, but in the "real world", ball-and-chain/flail weapons hit harder than solid weapons. If they're then spiked or bladed, as we can suppose flaggellants would do, that would further increase the likelihood of a "real world crit".
__________________
You've sailed off the edge of the map--here there be badgers!
|