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October 5th, 2008, 11:10 PM
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Sergeant
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Join Date: Oct 2006
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Upper limit on crits?
What is the upper limit on critical hits? I just saw an Ahiman Anakite hit something for an ungodly 126, and he was not boosted in any ways. This is obviously unusual, but should a unit be able to hit 4-5 times its normal damage?
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October 5th, 2008, 11:29 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Upper limit on crits?
Technically, there are no upper limits on damage because of "exploding" 6s on the d6s. In practice, damage like 126 is wildly unlikely.
Personally, I like it. It keeps SCs from being invulnerable.
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October 6th, 2008, 01:34 AM
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General
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Join Date: Oct 2006
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Re: Upper limit on crits?
The reason that crits sometimes appear so skewed sometimes, is because crits are more realistic-in their way-than hit points. Hit points represent the sum total of physical punishment a unit can recieve before it becomes a casualty, in a very abstract way. Crits, on the other hand, represent the factor that a unit might become wounded/disabled through extreme, penetrating damage.
To give an example: a jotun unit might have 25 hp, representing it's ability to function after taking enough normal damage to render harmless 2.5 10 hp. humans. Either unit, however, ceases to function after you cut off it's head, regardless of hp. That's where critical hits come into play.
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Last edited by HoneyBadger; October 6th, 2008 at 01:39 AM..
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October 6th, 2008, 04:45 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Upper limit on crits?
No, that's your explanation of how critical hits are realistic, not the reason 126 can come up more often than it should.
The /reason/ imo is that the Dom3 RNG is a bit funny. I've seen flagellants in particular hit way, way harder than they should have been able to. I ran a bunch of tests with extremely high prot and various weapons when I was trying to work out how the prot values worked and in the end I had to conclude that while prot seemed to be working ok, there were just some really high damage hits being output. Regularly too, not like 1 in 10,000, more like 1 in 25 or so. I mean I had a prot 40 (or so) guy regularly taking damage with no fatigue off broadsword strikes from indies.
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October 6th, 2008, 04:00 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Upper limit on crits?
I saw one really wild lucky hit in perpetuality. One where my Ctis PD delivered a hit to a gor tartarian and killed it(i am sure Velusion cried). The next turn he sent THREE gor tartarians to take a level 25 pd. that really cracked me up.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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October 6th, 2008, 05:06 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Upper limit on crits?
@Xietor.
That's far better than my Ulm PD hacking an equipped wraithlord to bits in LeafNosed Bat...
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October 6th, 2008, 05:08 PM
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General
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Join Date: Oct 2006
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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".
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You've sailed off the edge of the map--here there be badgers!
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October 7th, 2008, 01:38 AM
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National Security Advisor
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Re: Upper limit on crits?
Quote:
Originally Posted by HoneyBadger
Flaggellants might possibly-due to the type of weapon they wield, and the way those weapons function-have naturally better criticals.
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Well, they have two attacks every turn, so twice as high many chances of dealing a high-damgage hit than most normal units. The #flail ability also helps them bypass shields, which may help in some cases.
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