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  1. #1
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    Mar 2010
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    Tactical Critical Chance

    It has been posted in several places that Tactical Critical Chance is capped at 15%.

    The description of the Minstrel trait called "Unrelenting" says that Piercing Cry gains 25% to its critical chance.

    The question I have is what the effect actually does.
    If your critical chance was already 14% and you equip the trait what is the result?
    a) 14% + 25% = 39%
    b) 14% * 1.25 = 17.5%
    c) 14% * 1.25 = 17.5% but reduced to 15%

  2. #2
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    Aug 2010
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    248

    Re: Tactical Critical Chance

    Judging by the increase in the number of crits when I have the trait equipped, I'm going to say its 14% + 25% = 39% chance to crit.

  3. #3
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    Oct 2010
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    Re: Tactical Critical Chance

    People may say that crit is capped at 15%, but it's more like "tactical crit rating is capped at 15%"
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  4. #4
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    Nov 2008
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    Re: Tactical Critical Chance

    Your critical hit chance as determined by 'critical rating' is capped at 15%. Anything that adds a raw percentage increase (+%) will ignore the cap.
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  5. #5
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    Dec 2007
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    90

    Re: Tactical Critical Chance

    Quote Originally Posted by Mines_of_Moria View Post
    Your critical hit chance as determined by 'critical rating' is capped at 15%. Anything that adds a raw percentage increase (+%) will ignore the cap.
    Thank you for that clarification. I found this thread trying to find an answer to a similar question:

    Is a Legacy which increases Critical Rating for a specific skill or skill set still limited to the 15% cap? My Hunter has an unbuffed RCR of 3888, or 13.1%. While this isn't too impressive, if I max out the legacy 'Quick Shot Critical Rating', it would add 1087, making my total 4975 for that skill. I don't know the math, but for argument's sake, let's say that 4500 RCR was the max 15%. Would those extra 475 points of RCR be wasted (besides the 'on level mob' factor)? Or would the legacy allow me to go beyond the 15% cap? Judging by the quote above, it would seem to be wasted, but is it possible that legacies that are specific to one skill (or a set of skills) might be treated differently? If it does not go beyond the cap, the legacy becomes far less appealing.

  6. #6
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    Dec 2007
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    90

    Re: Tactical Critical Chance

    I guess I should have kept looking before I posted here. I think I found my answer:

    Quote Originally Posted by DrnknElf View Post
    I'm not familiar with burglar legacies so it's probably one of these two options:

    1. If the legacy is for crit rating, it won't help your crit chance if you're at the cap.

    2. If the legacy is for crit percentage, it will increase your percentage.

    Basically, if the legacy is +1000 crit chance it's going to stay at 15%. If the legacy is +5% crit chance then your capped crit chance will increase to 20% instead of the capped 15%.
    If the above poster was mistaken, I'd appreciate a clarification, otherwise I will consider my question answered.

  7. #7
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    Jan 2007
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    3,893

    Re: Tactical Critical Chance

    I know when it comes to tanking, block/parry/evade have similar caps. The the rule articulated by Mines_of_Moria is exactly how it works with us.

    Anything that adds to block/parry/evade [b]rating[/i] is subject to the cap. Anything that adds a flat percentage (e.g. Guardian's Parry stance that gives +5% parry) is not limited by the cap. So a guardian who has a parry rating high enough that he is capped at 15%, and then toggles on Parry stance, actually has a 20% parry.
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  8. #8
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    Aug 2010
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    248

    Re: Tactical Critical Chance

    Quote Originally Posted by arathalion1111 View Post
    I guess I should have kept looking before I posted here. I think I found my answer:



    If the above poster was mistaken, I'd appreciate a clarification, otherwise I will consider my question answered.
    While extra crit rating over 15% won't increase your crit chance, it will still increase your dev crit chance.

  9. #9
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    Mar 2007
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    321

    Re: Tactical Critical Chance

    Quote Originally Posted by Mines_of_Moria View Post
    Your critical hit chance as determined by 'critical rating' is capped at 15%. Anything that adds a raw percentage increase (+%) will ignore the cap.
    Quote Originally Posted by Amphoras View Post
    While extra crit rating over 15% won't increase your crit chance, it will still increase your dev crit chance.
    Both of these players have the correct mechanics of how critical hit chance works.

  10. #10
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    Mar 2007
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    841

    Re: Tactical Critical Chance

    Quote Originally Posted by Graalx2 View Post
    Both of these players have the correct mechanics of how critical hit chance works.
    Am I correct in assuming that if you are capped at 15% and fighting level 67 mobs that your actual crit chance may be below 15%? Since the displayed crit percentages are for "at-level" mobs, is there any sort of method for determining if you are at 15% crit chance for level 66 or 67 mobs?
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  11. #11
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    Apr 2007
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    560

    Re: Tactical Critical Chance

    Quote Originally Posted by KneelBeforeZod View Post
    Am I correct in assuming that if you are capped at 15% and fighting level 67 mobs that your actual crit chance may be below 15%? Since the displayed crit percentages are for "at-level" mobs, is there any sort of method for determining if you are at 15% crit chance for level 66 or 67 mobs?
    This formula can be used to determine it yourself:
    % = Rating / ((1190/3) * Level + Rating)
    This was gotten from this thread:
    http://forums.lotro.com/showthread.p...based-on-level
    The best formula for dev chance from that thread I found to be:
    % = rating/(1330*level + rating)
    [

  12. #12
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    Mar 2009
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    Re: Tactical Critical Chance

    That is why a RK that has managed to get Perfect Imagery off is so dangerous...
    85 RK | 85 CHMP | 75 BRG | many others

  13. #13
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    Nov 2010
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    Re: Tactical Critical Chance

    I will take this opportunity to ask something I never managed to get right:
    Are there two versions of crits then?
    Like crit and supercrit (devastate)?
    I always thought the +devastate magnitude for example on relics only means that damage done by critical hits are multiplied by this. But does all this actually mean I need another chance (on top of standard critical chance) to pull this off at all?

  14. #14
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    Re: Tactical Critical Chance

    Quote Originally Posted by Octopuss View Post
    I will take this opportunity to ask something I never managed to get right:
    Are there two versions of crits then?
    Like crit and supercrit (devastate)?
    I always thought the +devastate magnitude for example on relics only means that damage done by critical hits are multiplied by this. But does all this actually mean I need another chance (on top of standard critical chance) to pull this off at all?
    Yes, there are 2 versions and 2 percentages. If you look (I'm not sure where now that everything is moved) you should be able to see your devastate percentage as well. The dev magnitude only applies to the devastate criticals.
    The Peerless turtle shell bracelet works this way too. You have a certain percentage to get a 25% devastate magnitude buff on yourself which only affects the "super" crits.
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  15. #15
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    Oct 2010
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    103

    Re: Tactical Critical Chance

    Quote Originally Posted by Octopuss View Post
    I will take this opportunity to ask something I never managed to get right:
    Are there two versions of crits then?
    Like crit and supercrit (devastate)?
    I always thought the +devastate magnitude for example on relics only means that damage done by critical hits are multiplied by this. But does all this actually mean I need another chance (on top of standard critical chance) to pull this off at all?
    Dev crit chance is 1/3 of your crit chance; +dev magnitude applies to those dev crits.

    if, for example, your crit chance is 15%, then your dev crit chance is 5% (and your effective non-dev-crit chance is 10%). that's not especially clear, so consider the following 'dice roll' situation if you have 15% crit (and thus 5% dev crit) chance:

    1-85: no crit (normal hit or miss, depending)
    86-95: crit
    96-100: dev crit

    Dev crit is always 1/3 of your crit chance; by definition.

  16. #16
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    Aug 2010
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    248

    Re: Tactical Critical Chance

    Quote Originally Posted by ShammWoww View Post
    If you look (I'm not sure where now that everything is moved) you should be able to see your devastate percentage as well.
    You can see it if you hover over your crit rating in the character panel.

    Quote Originally Posted by Naesriel View Post
    Dev crit is always 1/3 of your crit chance; by definition.
    This isn't true. At ~4550 critical rating at level 65, your crit chance is 15% and dev crit chance is 5%, so it is 1/3 here. At any other critical rating, your dev crit chance is not 1/3 of your crit chance. eg. at 2500 critical rating your crit chance is 8.8%, and your dev crit chance is 2.8% (2.8*3=8.4 not 8.8).

    Quote Originally Posted by Naesriel View Post
    1-85: no crit (normal hit or miss, depending)
    86-95: crit
    96-100: dev crit
    I don't think this is true either. I think its more like:

    1-80: no crit (normal hit or miss, depending)
    81-95: crit
    96-100: dev crit

    This is based partly on seeing more crits of any type by increasing crit chance over 15%, not just the same amount but more dev crits. Its also partly based on avoidance and partial avoidance. They seem to use the same formulae and caps, etc as crit/dev crit. As a partial avoid mitigates less damage than a full avoid, it would be a bit stupid to take more damage if you have a higher block rating. eg. 15% block, 5% partial block increasing to 15% block, 10% partial block. Using what you had that would be:

    1-85: no block
    86-95: block
    96-100: partial block

    for the first case and

    1-85: no block
    86-90: block
    91-100: partial block

    for the second. As you still take some damage from a partial block (generally) you end up taking more damage because you increases your block rating. That doesn't make sense, so I assume they are additive.

  17. #17
    Join Date
    Apr 2007
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    560

    Re: Tactical Critical Chance

    Quote Originally Posted by Naesriel View Post
    Dev crit chance is 1/3 of your crit chance; +dev magnitude applies to those dev crits.

    if, for example, your crit chance is 15%, then your dev crit chance is 5% (and your effective non-dev-crit chance is 10%). that's not especially clear, so consider the following 'dice roll' situation if you have 15% crit (and thus 5% dev crit) chance:

    1-85: no crit (normal hit or miss, depending)
    86-95: crit
    96-100: dev crit

    Dev crit is always 1/3 of your crit chance; by definition.
    That is not true Dev Crit chance is additive to Crit Chance, if you have 15% crit and 5% dev crit, your total crit chance will be 20%.
    [

  18. #18
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    Nov 2010
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    28

    Re: Tactical Critical Chance

    Ah thank you. Good to know there is no reason to bother :P

  19. May 02 2011, 02:35 PM


 

 

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