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Critical Hit too Godly OP

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  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2019-07-19 15:33:56Show All Posts
11#

Why do you think people was so against the level 13/14 rune cap upgrade?

Currently the game is exceedingly unbalanced towards move 1 overstacking and the more you'll go on playing the more this will worsen.

To asnwer to your question: no, the problem is not linked to critical strike chance, the problem lays in another secondary stats: injury.

The basic extra damage a critical hit lands in comparison with a non critical hit is +30%.

What makes it way bigger is injury.

Every 100 points of difference between the injury rate of ninja A (attacker) and ninja B (defender) increases this extra damage by 1%.

So where is the problem?

As long as the difference between the average enemy move 1 stats and your move 3/4 stats is low (aka being in a new server), you do not actually feel the problem exists at all, but little by little you'll begin to feel it.

Why?

Because whatever ninja you'll begin to use later as your move 1 will have a mystery and very likely also a standard attack that's able to hit more than 1 target.

Lets take my current situation as an example.

I have right now 25k injury on move 1, 14k in move 2, 13k in move 3 and 4 (and about 2k more critical hit rate per move).

So what happens when i face somebody with my same stats?

Happens that his agk/naruto sosp or whatever multiple target hitting move 1 he uses will hit my move 1, if crits, with a critical hit 30% higher in damage in comparison with the eventual non critical hit he would have landed if didn't crit, but on my move 2/3/4 first he is basically granted to crit since he hits the cap (that is 9500 difference in critical hit rate) but by how much the damage he lands is multiplied? On my move 2 by +30%+110%=+140%, on my move 3/4 by +30%+120%= +150%.


To answer to your second doubt the chance ninja A has to deliver a critical hit on ninja B is by default something around 15% (what you basically see in arena) but this chance is increased by the eventual difference between ninja A critical hit rate and ninja B critical hit rate, by how? You make the difference between the two numbers and you divide it by 100, so, for example, if your ninja A has 15k critical hit rate and ninja B has 12k. Then your chance to crit on ninja B is 15% (basic) + (15k-12k)/100 = 45%.

Beware that the number may be negative too and that the % is limited to be in the range of 5-95%. Basically this means exists always a 5% chance your move 4 crits on sharingan or loco move 1 and exists always the chance their move 1 won't crit on you.

The same way works injury, just that there's no upper limit (or if there is one is over 200%), only a bottom limit of +5%.


P. S. Honestly speaking if you ask me where lays right now the major unbalancement in the game i would answer that's here.

The devs should have capped injury stat effect at 95% like is for the other 3 substats at least when a ninja hits a ninja that is in a backrow position in comparison with the ninja that delivers the damage.




This post was last edited by Scarlettblue on 2019-07-19 15:51:15.
  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2019-07-23 16:53:36Show All Posts
33#
  • Shadoblaze On 2019-07-20 06:19:45
  • power becomes harder to get the higher you go, so a 9k bp difference with him stacking his m1, would be a much bigger difference if he wasn't stacking.


    also consider, if his m1 had 25k injury, but his m2/3/4 only had 10k, but all of your ninjas had 15k you may have much more injury on your ninjas than his back line which helps close the bp gap, but since the difference is so much smaller comparatively it feels like you don't do much damage after getting 1 shot., also remember the higher your crit the more often u crit up to 95% chance, so if ur not critting u it for even less than his m1 is since hes critting 95% of the time vs your 20%?, which is again a huge difference.


    the current power features heavily support stacking just 1 ninja and using the other 3 to buff it, or who have some special feature to give u that slight advantage, edo itachi to reduce nin dmg and cc an enemy or edo minato for the barrier to prevent chakra gains. against a s06p naruto, u WANT your backline dead so he wont heal off them, which makes stacking an m1 an even better idea.


    nerfing injury wont solve the problems, because later on, ninjas have so much hp that u cant kill them easily, so u need that bonus crit dmg or u will never be able to kill 1 enemy ninja. while saying that might make % tactics sound like a good idea if we nerf injury, it ends up having the same effect as leaving injury without the % tactics at higher bp and at lower bp things just die to whoever is faster with ninjas like edo hiruzen being more op for their raw dmg


    what is really needed is power features like 5 natures chakra, which gives a % of ur m1 stats to the rest of ur ninjas on top of giving them their normal amount of stats when u work on them, so the m2/3/4 end up getting more stats total than the m1, but that would require tweeking so it can be finished on the m1 sooner to let the m2/3/4 actualy have time getting the stats, but again with the current feature set people would rather get less power and stack it onto the m1 for more results.

Yep, nerfing injury by itself indeed would not solve the issue, but there's no need for 1 single stat on one single move to be this important when you actually have 4 moves and 5 other stats per move that modify, on paper, the damage you land (attack, ninjutsu, tai p3netration, nin p3netration, nature damage), nor is necessary for injury to almost always be linked to features that give also critical. Imho you should be compelled to choose between injury and critical hit rate after a certain point (25k?) and to spend really really a lot to have both (10 times as much as now at least).

What you say is indeed true about nature chakra feature. That feature and more features like mt.myoboku and ninja assist indeed help in solving the issue in general.




  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2019-07-23 17:05:31Show All Posts
34#
  • momohiu On 2019-07-21 04:57:47
  • First off, when you fought the other guy what team was he using? Itachi's 50% ninjutsu decrease only work on the first 2 PURE ninjutsu attack. That means it doesn't work on 6P mystery and Shizuka because they do Tai and Nin damage in their mystery. But Itachi's ninjutsu decrease work on AGK, edo Hiruzen, Kakuzu grudge....

    Secondly, it's obvious that ninja prices are going to decrease with time. Of course, there are some exception like Susano Sasuke and AY in the ballon event. Sailor Sakura meta is over and if you have spent coupons on Summer Sakura you got the benefit of having her before us who didn't pay anything for her.

Lets say is over at our mortal levels of power.

If we had 4 positions like our move 1 would be way less over.

The reason why is actually over is that is useless to heal 8/9k once every 3/4 rounds when you get hit by 15k every round in battles against people at your same power.

It's the same thing with life recovery secondary stats and those treasure tool scrolls that heal you for 12/15% hp.

Both would be quite good if we actually had even stats but since none have them both are very bad.

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