Should the Critical Strike attribute do more for PvE?

Xyngynkynyn

Xyngynkynyn

Ascalonian Squire

Join Date: Mar 2006

The assassins' primary attribute Critical Strike increases the chance of an attack doing a critical hit. According to GuildWiki, while the exact formula for how critcal hits is calculated isn't known, the attacker and target's level do factor in that equation.

After taking my assassin to Tyria and doing the Ascalon missions, I can vouch for this seeing as how nearly all my strikes were criticals. But this also made me realize some things about an assassin in the top-level areas: namely, mob assassins do more damage while player assassins do less.

Top-level areas usually have monster levels in the range 24-28 with some special bosses (like Glint) at level 31. Oni's for instance are level 28 so when attacking level 20 players, they tend to do insane spike damage which I now suspect is because they're doing critcal hits 90+% of the time (the number's my gut feel and nothing more).

I'm more concerned though on the player assassin's plight on this issue. This isn't an issue in PvP because you can more or less count on everyone to be level 20; but it's a different story in PvE. Obviously, a player's assassin will score less critical hits against level 24+ mobs thereby reducing their damage output which I believe was calibrated vs. lvl 20 opponents. Furthermore, skills like Critcal Defense and Way of Perfection activate less often because of the way critical hits are calculated. This translates to less defense the higher the enemy's level is. This is, if I'm not mistaken, unique to the assassin alone.

I'm actually more concerned about Critical Defense and Way of Perfetion activating less often rather than the lesser damage output but ANet may want to re-examine critical hit calculation as pertains to the assassin rather than jury-rig Critical Defense and Way of Perfection to fire off as often as if the opponent were level 20.

So should the assassin's primary attibute Critical Strike do more than just increase the chance of a critical hit? Should having points in it bias the target's level to be closer if not equal to that of the assassin's if it's higher?

Peace,
Xyngynkynyn

Hockster

Hockster

Banned

Join Date: Jul 2005

Why should assassins get special treatment? Every characters class does somewhat less damage on normal attacks against high level foes. You always get the +damage listed in attack skill descriptions, that's where most of the damage comes from anyway.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

GW is a team game, please don't try to make each of the charactor capable to solo mobs on its own.
Chance of criticle strike for Assassin already much higher then other profession.
for the critical defence and way of perfection issue, ANet already buff Critical Strike by reducing its cost to 5e with recharge of 6 sec. so it can be spammable to keep critical defence up, and they already buff in the amount of healing from Way of Perfection (yeah, but I wish to seeit even higher, higher is better. compare to vigorous spirit, WoP give health ONLY when criticle strike ocur, they should give more health bonus to WoP cuz the low late of activation).

Xyngynkynyn

Xyngynkynyn

Ascalonian Squire

Join Date: Mar 2006

Quote:
Originally Posted by Hockster
Why should assassins get special treatment? Every characters class does somewhat less damage on normal attacks against high level foes. You always get the +damage listed in attack skill descriptions, that's where most of the damage comes from anyway.
Target level only factors in critical strikes as far as I can tell and based on all material I can find on how damage is calculated in Guild Wars. In other words, a lightning bolt that does 50 net damage on a level 20 will do 50 net damage on a level 40 all other things being equal. If it seems like higher level monsters are getting less damage then I'm inclined to believe it's because they have more armor rather than because they are of a higher level. I may be wrong in this but my entire point-of-view stems from the fact that Critical Strike is the only attribute that loses effectiveness the higher the target's level is relative to the attackers.

Assassins depend on critical hits for energy management and some defensive skills. I'm not even touching damage loss from failed criticals because I'm more concerned about defense and energy management and they seem to be balanced vs. lvl 20s.

Does an elementalist's energy storage decrease because the target has a higher level? He/she may have to cast more and deplete energy but that's due to armor and other defensive skills. Assassins have to deal with the same things AND target level.

Does 12 Soul Reaping give 12 energy for the death of a level 20 target but only 9 at the death of a level 30? Assassin's get less energy back because of the higher target level. What other profession gets lesser energy simply because the target is 10 levels higher? Aren't the other assassin skills balanced off of Crtical Strikes' energy management mechanism? Isn't the mechanism balanced vs. level 20 targets?

Warriors with 10 strength will get 10% armor penetration vs. a lvl 20 and a lvl 30. The only known factor of high target level has on a warrior's damage is in dealing critical strikes which the warrior doesn't depend on for energy management or defensive skills.

My point is assassins deal with the same things as the other professions but their energy management as well as some defensive skills are tied to critical hits which is influenced by target levels. The assassin's attributes and skill design is (I believe) calibrated for PvP play where >20 level targets don't factor in (until Flesh Golems were introduced and even then aren't commonly used). It's my worry that given that, assassins and their skills weren't thoroughly thought out for high-end PvE and therefore their design may contribute to making them a very weak option in PvE groups.

Quote: Originally Posted by pve-er GW is a team game, please don't try to make each of the charactor capable to solo mobs on its own. I'm trying to bring the Assassin's energy management and effectiveness of the Critical Defense and Way of Perfection more in line with what you experience in PvP. They all fire off more often than in high level area PvE for reasons already explained.

Quote: Originally Posted by pve-er Chance of criticle strike for Assassin already much higher then other profession. Other professions don't depend on critical hits. Assassins do. They balanced it in terms of PvP where it's reasonable to assume everyone's a level 20 target. I fear they may have overlooked the complete ramifications of an assassin in a high level PvE area.

Quote:
Originally Posted by pve-er
for the critical defence and way of perfection issue, ANet already buff Critical Strike by reducing its cost to 5e with recharge of 6 sec. I'm not sure the whole issue should be disregarded with a "Critical Strike must always be brought in high level PvE areas". Where's the balance?

Quote:
so it can be spammable to keep critical defence up, and they already buff in the amount of healing from Way of Perfection (yeah, but I wish to seeit even higher, higher is better. compare to vigorous spirit, WoP give health ONLY when criticle strike ocur, they should give more health bonus to WoP cuz the low late of activation). It could be me and my lag but spamming Wild Blow (5 second recharge) didn't work for me. And they can buff Way of Perfection to a million life restored per Critical Hit if they want but it'll always be a lame duck if it can't be fired off in a timely or reasonably reliable manner. I seriously think they went the wrong way with their fix for Way of Perfection. Keeping it the old values and fixing critical hits for assassins or changing the conditions when it would fire off would've been better.

Try using Way of Perfection vs. a level 20 and note how many times it fires off and do the same vs. a level 28. The regularity of it's heal and the amount healed should be based on the level 20 target; ergo what can we conclude other than it's (lethally) inadequate in high level PvE areas. If ANet adjusts it for a level 28, then it will be overpowered in PvP. My suggestion is to mitigate if not outright remove level disparity as a factor in calculating critical hits for assassins only in PvE because they aren't a factor in PvP where most skill balance happen. This will hopefully make a PvE assassin more in tune with a PvP one.

My position is this. The assassin was made with critical hits as an integral part of it's design. Energy management is dependent on it as well as 2 defensive skills. I'm purposely not addressing the offensive aspect of it in my posts because as of now, I'm only concerned with an assassin's energy and defensive problems. I actually think the offense capabilities of an assassin are pretty good even before the last skill updates (aside from a few skills like Sharpen Daggers which suffer from this problem) so I was pretty disappointed that most of the buffs were for offense.

Anyway, an assassin's attributes and skill design were designed around PvP (an assumption on my part but a reasonable one I think). That means any balances made were for level 20 targets. It may have been an oversight on ANet's part not to consider > 20 level targets. And why should they? No other profession nor their skills' effectiveness were even marginally skewed by > 20 targets. But assassins and their skills are. Given that, it's no wonder that the assassin's strengths and capabilities seem less than stellar when pitted against level 24+ targets.

As long as this stands, I fear assassins will be regarded as okay to excellent in PvP and lame ducks in PvE (and justifiably so).

Peace,
Xyngynkynyn

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

well eles lose more power than sins against level 28 mobs... they gain such an advantage since ele damage is based on armor and level.

Master Fuhon

Master Fuhon

Lion's Arch Merchant

Join Date: May 2006

Quote:
Originally Posted by unholy guardian
well eles lose more power than sins against level 28 mobs... they gain such an advantage since ele damage is based on armor and level. Don't just take information out of context. Critical hits aren't entirely about damage for an assassin. Critical hits are about renewing certain defensive skills, and getting the energy returns to be able to repeat attack combos enough times to kill a higher level enemy.

Elementalist damage is reduced by high level enemies, and then furthermore by the higher armor levels that the monsters are given to become a higher challenge. But you forget the important factor that elementalist total damage scales as you add more enemies. Assassins don't have much going for them when you start to add more higher level enemies if the Critical Hits aren't landing.

Xeln

Ascalonian Squire

Join Date: Sep 2006

A/

I think Xyngynkynyn might very well have hit on the most important factor that leads to everyone saying assassins suck (other than 12 year olds). We all know that sins still rule in PvP, but in PvE they suck. Everytime people start complaining about their sin not being able to get groups, or not surviving very long, or any of the other myriad complaints they have they are almost invariably complaints about the performance of assassins in PvE, starting about the time you leave the area around KC in factions. Our usefulness declines drastically once we start hitting targets around level 24ish. Granted, we can still spike pretty well, but any chance of sustainable DPS is gone, and it becomes rather unlikely that you can drop a target in a single spike.

To combat these issues we have developed a rather pointless existence in PvE. "Good" assassins are expected to simply shadow step in, drop a monk, and come back out unharmed. While this tactic while effective, is rarely successful, due to the difficulty of dropping a target in one round, and the chances of surviving. "Bad" assassins are anyone who does anything other than the above. These two options are based almost entirely upon the surviveability of assassins. As we all know, we don't have the armor to be tanks, and I'm not saying we should, but our odds at surviving in the mix are basically zero, even with the few defensive skills we have. With a little practice an assassin CAN stay alive on the front line (not as a tank, just as a damage dealer), but to do it requires you to use Flashing Blades, Critical Eye, Way of Perfection, Critical Defences and Critical Strikes. Thats five of your eight skills right there, as well as your elite, and you still need two more for your lead and off hand attacks. If you take a fast lead and off hand you can spam your combo like a madman and barely survive, but your monk will probably still hate you. The fact that we don't really have the energy to either drop a single target effectively, or to survive just makes the whole situation even worse.

If we had a higher crit rate on mobs above 20 then we wouldn't need to do this because we could realisticly rely on crits from our normal attacks, and our skills to keep all our critical strike abilities active. More importantly, this would do two other things.

First, it would bring back effective energy recharge. Before hitting mobs over 20 we never worry that much about our energy because we can drop most things in one combo, or we crit enough to regain our energy to the point where we can start our combo again. But once you lose the ability to crit you lose the ability to regenerate energy effectively, which in turn reduces the effectiveness of the class as a whole. The changes made to the Critical Strike ability merely prove that we are basically forced to use it to recharge our energy, even a little, and to activate other things.

The second thing it would do is allow assassins the freedom that makes this game so great. The reason most of us play this game is the ability to play our characters how we want to. Assassins, as they are now in relation to PvE, don't have much in the way of choices. If we EVER want a group, or if we want to live longer than 1.5 seconds we MUST build our characters to one of the two choices above (only one of which will get you a group, rarely at that). The recent changes to our skills make this even clearer since they only changed skills that affect the survivablity of assassins when taking the second of the two choices of style.

Assassins as a whole are being forced into choosing one of two styles of play, neither of which is that effective. Why can't we have the freedom to choose a myriad of different viable builds and have each of them more or less effective than the last, instead of just two?

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

I feel that pressure too.

My sin is like, henchie only about 90% of the time, and my wife, whose sin is trying be like Ragnarok Online's Assassin [aka, wannabe tank], never gets a group...

ah the pain...

Either you go with GPS, Horn Ox, Falling Spider, Twisting Fangs, or your combo will always suck...

What's worse, there is no better sin combo in the game for doing the dmg you should be doing, aka, instant kill....

Oh and let's not forget that past lvl 24 monsters don't EVER GET CRIT!! What's that mean? A sin's dmg is in the toilet since the daggers are the weakest melee weapon in the game at maximum dmg...

seven

Academy Page

Join Date: Dec 2005

agreed.


it isn't about damage, but rather the energy management that comes from the critical strikes attribute. for every monster 5 levels above you, you lose a drastic 50% chance to crit. late game there are so many mobs around at level 25+. sure sassys have e-management skills like black lotus, however the recharge time is still limited.

crit damage from sassys is nothing overpowered if the monster lvl crit penalty is removed. most sassys depends on skill spike dmg rather than dmg from auto-attack crits. daggers only do a measly 7-17 dmg. crit damage is just approximately max dmg (17) x √2 or max weap dmg + 4 weapon mastery added to your current rank ... which really isn't much. also, do remember that the petition to remove the crit penalty is only for pve, a place where sassys are already having a hard time getting invited in, even with the recent buffs.

it is doubtful that sassys will be "overpowered" in pve if anet decides to remove the lvl-crit penalty. observe an early to mid-game mission where most of the monsters are just around lvl 20 ... where sassys do an average 30% chance to crit. did they seem overpowered compared to the other clases in pve?

at late game, it gets harder and harder to fuel combos since the chances of getting energy from crit srtikes are extremely rare.

let's take a particular scenario of a sassy running 14dm and 13crit strikes,
mastery gives roughly 1.44% per rank to crit, crit strikes gives 1% per rank.
14dm is 20.2% + 13% = 33.2% which is quite okay. not really overpowered since you'll only be getting a measly 3 en for roughly every 3 attacks.

as we know there are quite many monsters that are actually lvl 25 and up,
which cuts drastically the chances. in raisu, lvl 28's are common, which cuts down the chances even more. even critical eye only gives +6% at rank 13cs, and +3% after the enemy lvl reduction isn't much at all.

at 14dm(20.2%) at 13(13%) cs, you'll get 33.2% chance to crit on a target
of the same lvl. (assumed 20)
when targetting a monster in pve that is lvl 25, you'll only have 16.6% chance to crit at the same attributes.
when targetting a monster in pve that is lvl 30, you'll only have 8.3% chance to crit at the same attributes.

unlike expertise, soul reaping, fast casting, energy storage, ect. these prime attributes doesn't have decaying effectiveness even at late game mobs. you still gain the same energy when a monster dies, you still cast faster even at lvl 30 enemies.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

WRONG.

Armor including spell damage includes not only armor, but LEVEL into its calculation.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Every 3 ranks of Critical Strikes should add +1 damage while using daggers.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by seven
agreed.
at 14dm(20.2%) at 13(13%) cs, you'll get 33.2% chance to crit on a target
of the same lvl. (assumed 20)
when targetting a monster in pve that is lvl 25, you'll only have 16.6% chance to crit at the same attributes.
when targetting a monster in pve that is lvl 30, you'll only have 8.3% chance to crit at the same attributes.

unlike expertise, soul reaping, fast casting, energy storage, ect. these prime attributes doesn't have decaying effectiveness even at late game mobs. you still gain the same energy when a monster dies, you still cast faster even at lvl 30 enemies.
Now I understand the point here, thank for your detail explanation.
so, correct me if I am wrong, but basically the description for Critcal Attack attribute should be level ignoring like:

For each rank of Critical Attack, you have additional 1.4% chance to deal critical hit, THIS BONUS IGNORES THE LEVEL OF YOUR TARGET.

it seems reasonable to me cuz other primary attribute are not effected by target's level, am i correct ?

Quote:
Originally Posted by Nevin
Every 3 ranks of Critical Strikes should add +1 damage while using daggers. this seriously effect the ballanbe in PvP :P


Quote:
Originally Posted by Yukito Kunisaki
I feel that pressure too.

My sin is like, henchie only about 90% of the time, and my wife, whose sin is trying be like Ragnarok Online's Assassin [aka, wannabe tank], never gets a group...

ah the pain...

Either you go with GPS, Horn Ox, Falling Spider, Twisting Fangs, or your combo will always suck...

What's worse, there is no better sin combo in the game for doing the dmg you should be doing, aka, instant kill....

Oh and let's not forget that past lvl 24 monsters don't EVER GET CRIT!! What's that mean? A sin's dmg is in the toilet since the daggers are the weakest melee weapon in the game at maximum dmg... sorry to say, but I NEVER use the Ox Spider combo, they are amazing in PvP but in PvE, they are quite limited. because:
1. high recharge time, GPS sucks on it
2. High Energy usage
3. dmg are limited when facing non-flesh foe

I was in Napui Quarter helping people on mission (to correct the bad name of Sin) I was in a team with 2 Sins (me and another who is good Sin, he is good killer and stay ok in battle). We have a littel chat after the mission. he use Ox Spider combo. we agree that Ox Spider Combo has the weakness mentioned above and he ask for my build which seem like I can throw out more combo before I get dried and do more damage on non-flesh foe.
I am not saying Ox Spider sucks but there are more usable combo in PvE

seven

Academy Page

Join Date: Dec 2005

yes, levels of the target do factor in.

the rough estimate of added 1.4% per rank is in the weapon masteries of any type (sword, markmanship, dagger, ect.)

CS only adds 1% per rank, but isn't explicitly listed in the description.
it just says it increases crit chances and for each critical hit, the sassy receives 1 energy at rank 3 and above, 2 energy at rank 8 and above, and 3 energy at rank 13 and above.

but yes, pve-er you are correct, we're just asking that the crit bonuses of sassys does not decay as they face lvl 25-30+ monsters in pve, and only for pve.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by seven
yes, levels of the target do factor in.

the rough estimate of added 1.4% per rank is in the weapon masteries of any type (sword, markmanship, dagger, ect.)

CS only adds 1% per rank, but isn't explicitly listed in the description.
it just says it increases crit chances and for each critical hit, the sassy receives 1 energy at rank 3 and above, 2 energy at rank 8 and above, and 3 energy at rank 13 and above.

but yes, pve-er you are correct, we're just asking that the crit bonuses of sassys does not decay as they face lvl 25-30+ monsters in pve, and only for pve. DO I get reward of being correct

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by seven
yes, levels of the target do factor in.

the rough estimate of added 1.4% per rank is in the weapon masteries of any type (sword, markmanship, dagger, ect.)

CS only adds 1% per rank, but isn't explicitly listed in the description.
it just says it increases crit chances and for each critical hit, the sassy receives 1 energy at rank 3 and above, 2 energy at rank 8 and above, and 3 energy at rank 13 and above.

but yes, pve-er you are correct, we're just asking that the crit bonuses of sassys does not decay as they face lvl 25-30+ monsters in pve, and only for pve. What the hell is a sassy.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by ubermancer
What the hell is a sassy. He mean Assassin.
Assassin has so many nick names (Sin, Ass, Sassy, Noob?!)

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

MM fodder? :P

Xyngynkynyn

Xyngynkynyn

Ascalonian Squire

Join Date: Mar 2006

Quote:
Originally Posted by ubermancer
WRONG.

Armor including spell damage includes not only armor, but LEVEL into its calculation.
I don't really have any data on spell damage calculation to dispute you and searching for "spell damage calculation" here and the Wiki didn't return anything pertinent. For my own personal education, please cite your source on this matter.

Quote:
Originally Posted by seven
but yes, pve-er you are correct, we're just asking that the crit bonuses of sassys does not decay as they face lvl 25-30+ monsters in pve, and only for pve. Yes but let me make it clear that as a programmer myself, I do not advocate two separate formulas (one for PvP and another for PvE) when calculating critical hits. It's just too inelegant and open to errors when you have to maintain 2 different systems. I'd rather one equation that covers both PvP and PvE.

One solution for instance can be to replace the target's level with a value called "effective target's level" in the equation they use to calculate critical hits.

We can then set the "effective target's level" as follows (in pseudo C++ code)

Code:
if (Attacker.PrimaryProfession==ASSASSIN)
    EffectiveTargetLevel=min(Attacker.CharacterLevel, Target.CharacterLevel);
else
    EffectiveTargetLevel=Target.CharacterLevel;
NOTE: min() will return the smaller of the 2 values.

Basically the above code says to set the target's effective level to that of the attacker's only if the attacker is a primary assassin and the target 's level is higher than the assassin's. Ergo a level 20 assassin attacking a level 28 Oni would get critical hits as if the Oni were level 20 and the level 28 Oni would hit the level 20 assassin as if the assassin were STILL level 20.

This alteration would solve the PvE problem and have minimal impact in PvP seeing as only level 26 Flesh Golems would be affected by this but hopefully the solution will outweigh that. With a level 20 attacker vs. level 20 target however, this code would yield the same result as what we have now in PvP.

There is a problem with this however. Since I don't have access to the actual critical hit formula, I don't really know what impact a level 10 assassin will have on a level 20 target in PvP under this system so I can't really recommend this.

Another idea I have on how to fix this is reflected in the thread's title; namely reducing the target's level based on the Critical Strike attribute. It goes like this:

Code:
EffectiveTargetLevel=max(Attacker.CharacterLevel,
  Target.CharacterLevel-Attacker.CriticalStrike)
NOTE: max() will return the larger of the 2 values.

The above code basically says that the target's effective level should be reduced by 1 for each point the character has in Critical Strike. Therefore, an assassin with 8 in Critical Strike will hit a level 28 target as if it were a level 20 target but it would hit Glint (level 31) as if she were a level 23 target. The effective level reduction though must not be lower than the attacker's (hence, the max()); otherwise level 20 assassins with 16 Critical Strike in PvP would be scoring critical hits vs. level 4 targets.

Again, since I don't have access to the actual critical hit formula, I also don't know what impact a level 10 assassin with 10 in Critical Strike will have on a level 20 target in PvP under this system so again I can't really recommend this either.

These 2 examples however do illustrate how one equation can serve both PvP and PvE needs and this is the kind of approach I hope ANet will adopt. In this way, they can continue to balance assassin skills in PvP without concerning themselves about how they'll measure up vs. > 20+ targets any more than any of the other professions.

Peace,
Xyngynkynyn

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

This is why you use zealous daggers in High-end PvE.

dawnrain

Frost Gate Guardian

Join Date: Nov 2005

Quote:
Originally Posted by seven
agreed.

at 14dm(20.2%) at 13(13%) cs, you'll get 33.2% chance to crit on a target
of the same lvl. (assumed 20)
when targetting a monster in pve that is lvl 25, you'll only have 16.6% chance to crit at the same attributes.
when targetting a monster in pve that is lvl 30, you'll only have 8.3% chance to crit at the same attributes. Has anyone verified that the above example is accurate? How was it determined that the additional bonus from the critical strike attribute (and critical eye) is not factored in AFTER the adjustment for level differences? I.e. Maybe the above example is actually:

at 14dm(20.2%) at 13(13%) cs, you'll get 33.2% chance to crit on a target
of the same lvl. (assumed 20)
when targetting a monster in pve that is lvl 25, you'll only have 23.1% (20.2% * 1/2 + 13%) chance to crit at the same attributes.
when targetting a monster in pve that is lvl 30, you'll only have 18.0% (20.2% * 1/4 + 13%) chance to crit at the same attributes.

If critical strikes is calcualted this way, then it is independent of mob level and would be comparable to all other Primary attributes.

seven

Academy Page

Join Date: Dec 2005

you can try it out personally at raisu where 28's are fairly common. figures just came from other forums and wikis. for me though, i can say that i don't do 23% (or almost 1 crit in every 4 attacks) at lvl 25's.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by pve-er
He mean Assassin.
Assassin has so many nick names (Sin, Ass, Sassy, Noob?!) I wouldn't call Noob the nickname for the Assassin. Isn't it the nickname for W/Mo?

Skuld - I think you were looking for the term, mobile corpse.

Critical Strike attribute should not change (not really anyway). Every profession has only 1 ability associated with the primary attribute. Warriors have Strength (% per level armor penetration); Rangers have Expertise (% energy reduction on non-spells); Monks have Divine Favor (+x healing per level of DF when casting a Monk Spell on Target Ally); Necromancers have Soul Reaping (+x energy per level on the death of anything in the area); Elementalists have Energy Storage (+x Max Energy per level); Mesmers have Fast Casting (% per level reduction on cast time); and Ritualists have Spawning (+% health per level to all summoned things).

Why should (even if only in PvE) the Assassin get additional powers for putting attributes into Critical Strike. Isn't +Energy and +% chance to get a critical strike not enough?

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

So where do mesmers get there boost in PvE exactly? Or did you forget that mobs with interrupts can interrupt things that cast in 0.25s just aswell as things that cast for 1s w/ fast casting?

Nobody ever said the attributes were perfectly balanced in PvE. Assassins have 1 of the highest DPS in the game to lower level foes. Due to the constant critical hits, does this mean Soul Reaping should be buffed to give 2x energy for enemies lower level than you? Or Strength gives twice the AP?

Besides what do you think Critical Eye is for?

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Quote:
Originally Posted by SnipiousMax
Read this artcle here. It's not explicitly stated. But if you read the section on Armor Effect, Damage Rating, and Armor Rating, it should explain what Uber was saying. It takes YOUR level and your TARGET's Armor into account. That same section also talks about Critical attacks a bit. It adds 20 to your damage rating, which helps to make up for increased armor levels.

As for changing Crit. Strikes? I think that since it feeds not only the number of criticals... but also energy management, self healing, evasion and a number of other positive and negative effects through skill usage...it's a very fine Primary attribute as is. You should do some tests before talking or believing anything.
Take your character level 15 from Lion'Arch to Kaineng Center. Craft him a max level armor.
Take then the boat to Battle Isles.
Fight the elementalist there in the little "bot" arena. Note its damage. (Mind burn did 27-27 damage against my lvl 16 ranger's druid's armor, the Firestorm did 11 damage, 13 if critical).

Now, use your PvP Slot. Create a lvl 20 character. With exactly the same armor. Do the challenge. Guess what? You will take EXACTLY the same amount of damage (Mind burn with 27-27, 11/13 with Firestorm).

If they were talking about levels, it is probably attribute level.

EDIT: I misunderstood what you said, you were not talking about your target level I think, but your current level when casting a spell, and the damage correlation. Sorry.

Master Fuhon

Master Fuhon

Lion's Arch Merchant

Join Date: May 2006

Quote:
Originally Posted by glountz
You should do some tests before talking or believing anything.
Take your character level 15 from Lion'Arch to Kaineng Center. Craft him a max level armor.
Take then the boat to Battle Isles.
Fight the elementalist there in the little "bot" arena. Note its damage. (Mind burn did 27-27 damage against my lvl 16 ranger's druid's armor, the Firestorm did 11 damage, 13 if critical).

Now, use your PvP Slot. Create a lvl 20 character. With exactly the same armor. Do the challenge. Guess what? You will take EXACTLY the same amount of damage (Mind burn with 27-27, 11/13 with Firestorm).

If they were talking about levels, it is probably attribute level.
Attack target: Level 2 Skale Broodcallers

Level 1 elementalist, 0 fire attribute, 20 dmg flare
hits for 19 damage

Level 2 elementalist, 0 fire attribute, 20 dmg flare
hits for 20 damage

Attack target: Level 1 Strider

Level 1 elementalist, 0 fire attribute, 20 dmg flare
hits for 14 damage

Level 2 elementalist, 0 fire attribute, 20 dmg flare
hits for 15 damage

To put it simply, I'm pretty lazy for only doing two tests like this. If I wanted to come up with solid proof I probably would have attacked every kind of enemy in Pre-Searing. But I'm noticing that there is a damage increase from character leveling without attribute allocation. In the past, I've noticed some pretty powerful damage from a level 20 monk wanding lower leveled enemies, which I believe should follow the other armor reducing/character level based formulas. I did about 30-40 flares worth of damage (at each character level) noting the same effect on these types of enemies.

If both of our tests are accurate, then there would be reason to believe that in PvE, character level affects the enemy's armor levels. For one thing, I'm probably fighting sub-60 AL enemies, and you are basing your conclusion off of 100 AL ranger armor. Where is the elementalist in Isle of Nameless who uses Mind Burn?

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by glountz
EDIT: I misunderstood what you said, you were not talking about your target level I think, but your current level when casting a spell, and the damage correlation. Sorry. I was, but thanks for checking anyway.

To state simply what the posted link says:

The damage rating (which is used to calculate the Armor Effect, which is in turn used to calculate damage) is based on your Attribute Ranking for Melee weapons/bows/pet attacks and your character Level for wand damage/spell damage. While increasing your attribute will increase the amount of raw damage listed in the skill description, your character level determines how much damage is actually dealt against armor. I believe you have to be level 20 to deal full damage against a 60 AC target...but that's me assuming (I think your damage rating is = (3 * level)... which would mean 3*20 would be 60, which is what you need to deal the full amount).

Xyngynkynyn

Xyngynkynyn

Ascalonian Squire

Join Date: Mar 2006

Quote:
Originally Posted by SnipiousMax
Read this artcle here
. It's not explicitly stated. But if you read the section on Armor Effect, Damage Rating, and Armor Rating, it should explain what Uber was saying.
Thank you.

Quote:
Originally Posted by SnipiousMax It takes YOUR level and your TARGET's Armor into account. Yes. From what I understand, the attacker's level increases his/her damage output. BUT, the target's level does not factor in so we're talking about 2 different things here.

Master Fuhnon's test case for example show that the damage increases as the attacker's (the elementalist) level increases which is beside the point.

What I'm getting at is more like: Given a level 20 elementalist, would his Flare be doing more damage to a lvl 10 target vs. a lvl 20 target if they both had the same AL?

In other words, does the target's level factor in this equation. If not then it's a bad comparison therefore false that elementalists are in the same underpowered plight as assassins in high level areas.

Quote: Originally Posted by SnipiousMax
That same section also talks about Critical attacks a bit. It adds 20 to your damage rating, which helps to make up for increased armor levels.

As for changing Crit. Strikes? I think that since it feeds not only the number of criticals... but also energy management, self healing, evasion and a number of other positive and negative effects through skill usage...it's a very fine Primary attribute as is. My issue isn't with Critical Strike. It's with critical hits. The 20 added damage rating, the energy management, self healing, evasion and other effects you mentioned above only work if a critical hit happens. If it doesn't happen: no energy management; no self healing; no evasion; nothing. Critical Strike's benefits are conditional upon a successful critical hit. Sure other primary attributes have their conditions as well (Strength=attacks only, Divine Favor=monk spells only, etc.) but none of them are based on what target you're facing. Because of the way the critical hits are calculated, the chances of these assassin benefits happening decay (as seven aptly put it) the higher target's level is. The only way this can be comparable to a ranger for example is if Expertise read:

Quote: When you create a new PvP character, you test it in the Isle of the Nameless against various teams and kind of arenas. In the opposite team there is an elementalist using mind burn.

I repeat, I misunderstood you, I'm really sorry for that.
The attacker's level seem to be used in the damage calculation of spells. Not the target level. That is, if, being level 20, shooting flare on a level 15 or 28 target with the same armor will do the same damage.

On the opposite, Criticals happen regarding the target's level compared to yours. The attribute rank, is very less central, as I, with my lvl 20 sin, score criticals very easily and more than 75% of the time on lvl 1 targets with 3 critical strikes (to trigger the +1 energy) and 0 dagger mastery.
This said, an assassin in high-end PVE is seriously lowered, as he won't score many criticals, have pitiful base damage and maximum damage (less than a wand, remember), and must strikes against a big armor with no Armor Penetration.
So his energy management as well as his DPS is really reduced to nothing.
However, there is now (thanks Anet) cheap and spammable combos that strike really hard.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

doing more damage is fine and good, but my main use for Crit Strikes is the energy management.

seven

Academy Page

Join Date: Dec 2005

actually, i'd rather prefer that they also take out the added "bonus" that assassins get to crit when they face low lvl pve monsters just as long as they it doesn't decay on higher lvled ones.

yes mesmers even at 16fc can still be interrupted by the godly reflexes of monster ai. but that doesn't mean all of your spells will be interrupted. regardless of what monster you are facing FC will still do what FC is supposed to do, cast faster. you may be interrupted, but you still cast faster. besides it's not as if the majority of the game (tyria or cantha) that you'll get to encounter interrupt-specialized enemies.

critical eye only gives a measly +6% at lvl 13 CS. an added 6% is nothing
when you get a huge -50% reduction every 5lvls higher than 20. lvl 20's and up are quite common
and getting a critital hit on them is rare.

let's face it, the "advantage" assassins get on low level pve monsters are worthless. only a small part of the game deals with low lvl enemies. it doesn't take long in the game before you start encountering lvl 20,25,30. besides, those low lvl monsters are easily killed by any class in just a few hits, that this so-called critical bonus assassins get on low-lvl monsters are actually ignorable.

are there actually people who felt that the assassins were overpowered when they faced low-lvl monsters? no one seems to be crying out that yet. so yes, take out this so called "bonus" as long as crit strikes won't decay against higher lvl targets.

Symbol

Jungle Guide

Join Date: Aug 2005

The obvious answer is to remove the level dependency for critical hits. Why make things any more complicated then they have to be?

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Errr...guys.

Locusts Fury spirit patrol assassin imo! Constant dualstrikes and critical hits. No way you can kill a spirit faster. ( sarcasmixeous )

I crit on spirits like 99% of the time. I would like that it stays the same way.

Xeln

Ascalonian Squire

Join Date: Sep 2006

A/

Taking out the level dependancies would be the best thing too do to fix it. It wont affect PvP at all that way and will still allow us to be useful to everyone in PvE. I don't understand why people keep thinking we want our crits for damage. We use DAGGERS, even with a critical strike i still hit for less than half the damage of a warriors regular attack with a sword. Look at it like this:

3 hit combo consisting of a lead, off hand and dual attacks, all 10 energy costs us 30 energy. Our base energy is 25. With one of our armor sets we can get to 32. While this will allow us to use the combo it doesnt let us do anything else, and almost no one uses just a three hit combo. Most of us have a couple other things we carry too, we have 8 skill slots for a reason. So figure in a couple things like Mark of Instability 10e, Shadow Refuge 5e, AoD 10e -1e regen, and Way of Perfection 5e. Now how are we supossed to use any of these without messing up our combo at all? We all know assassin's can't tank, but if we have to spend 10 seconds using auto-attack till we have the energy to finish our combo and get back out.

Recent changes lead me to believe that while Anet sees the problem exists, they don't have an interest in fixing it right now. Look at the changes they just made closely with this thread in mind. One of the most obvious things they did was the changes to the Critical Strike skill. Now its a cheap easy way to do a little damage, and get a couple crits, thereby giving you a little more energy. Now you can spam a quick cheap combo for a couple rounds, instead of running out of energy while trying to get off a combo that actually kills something.

You want to see how useless crits are for damage go fight level 24 druge guardians in ferndale. With max daggers, 16 dm, 13 cs, you will crit a lot in the fight only because you'll be fighting it FOREVER. My crits were averaging about 25 damage, which was a HUGE increase over my regular attacks doing 0. Luckily, they die pretty fast when you use Mark of Insta, BL, TF, FS, DB = -45e +18e = -27e. Make that times 2 or 3 for an actuall kill.

Xeln

Ascalonian Squire

Join Date: Sep 2006

A/

Quote:
Originally Posted by Yanman.be
I crit on spirits like 99% of the time. I would like that it stays the same way. Best thing about this is if you have critical eye and way of perfection on after you drop a target you can drill a spirit a couple times and have most of your health and energy back.

Damastes

Ascalonian Squire

Join Date: Sep 2006

Howl at the Moon [HatM]

To keep it fair the only way to do it would be to remove the level differences effect from the crit chance calculation. If the formula is currently (and bear in mind this is simplified);

crit chance == (Weapon skill crit chance + CC crit bonus) * Level difference modifier

change this to

crit chance == (Weapon skill crit chance * Level Difference modifier) + CC crit bonus

This formula would work for every class in game, as they would have a CC crit chance of 0. In PvP and PvE it would make the Sin weaker against lower level opponents and stronger against higher level opponents.

Morgarath

Morgarath

Academy Page

Join Date: Sep 2006

florida

DrKS

A/E

Sins arnt the only prof. that does critical hits. For warriors each point you put in Swordsmanship Increases the chance of a critical hit...actualy that mite be with a ranger for each point you put in beast mastery

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

/signed


This is one of the reasons I deleted my assassin, I could see the criticals dissapearing from my eyes as I progressed.
Removing the level dependancy works. So does just capping it at 20.
Yes, doing this might help warriors and rangers, other characters who use weapons.
Arena Net could simply tie this into the primary attribute so it wouldn't effect other classes.
Then everyone would be happy, right? ^.^
For every rank in Expertise, the energy cost of non-spell skills decreases by 4%. Also increases the effectiveness of abilities in this set, mostly stances. Expertise fails 25% of the time when there are > level 20 targets in the area and fails 50% of the time when there are > level 25 in the area. As you can see, it doesn't affect PvP but put him in a high level PvE area and you'll understand why assassin's are so underwhelming in those areas.

Peace,
Xyngynkynyn

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Quote:
Originally Posted by Master Fuhon
[B]
If both of our tests are accurate, then there would be reason to believe that in PvE, character level affects the enemy's armor levels. For one thing, I'm probably fighting sub-60 AL enemies, and you are basing your conclusion off of 100 AL ranger armor. Where is the elementalist in Isle of Nameless who uses Mind Burn?