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OleManBourbon's avatar
9 years ago

Critical Chance Up

Does this skill have any value or is it merely a free Offense Up for opponent? From description Crit Up seems weak compared to Offense Up. What is Crit Rating, exactly?

Seems like Leias buff might be a liability more than asset (and I know her AI stealth on first turn is bad).

"Critical Chance Up: This buff increases the Physical and Special Critical Rating by 25%.

Offense Up: Grants a bonus of 50% to Physical and Special damage stats."
  • Thanks for clarifying.

    Anyone know if this skill enjoys the AI RNG boost, akin to dodges and rezzes? Would be nice if team crit 75% of the time while on defense.

    Seems like Leia needs to be teamed with many toons who benefit from crits to benefit
  • "Ghost_1_Protocol;761565" wrote:
    Please let me know if the following is correct:

    JE acts first in every battle and I can use his Recalibrate ability to gives allies a Crit Chance boost of 25% for 2 turns. My IG-88 has a Crit Chance baseline of 52% so right off the bat I have a 52% + 25% = 77% chance of a critical hit with IG-88.

    My leader is HK-47, who's leader ability gives any droid that scores a critical hit another 30% boost to Crit Chance, so the % chance that IG-88 should score a critical hit per turn should be as follows:

    Turn 1: 52 + 25 = 77%

    Turn 2, assuming critical hit on turn 1: 52 + 25 + 30 = 107% - Guaranteed?
    Turn 2, assuming critical hit miss on turn 1: 52 + 25 = 77%

    Turn 3, turn 1 hit, turn 2 hit, JE boost runs out: 52 + 30 = 82%
    Turn 3, turn 1 miss, turn 2 hit, JE boost runs out: 52 + 30 = 82%
    Turn 3, turn 1 miss, turn 2 miss, JE boost runs out: 52%

    Thanks!


    Incorrect. HK-47 gives 30% crit chance period, and then 30-50% turn meter (depending on omega'd or not) when a droid crits. So on turn 1 your IG-88 would have >100% crit chance, though I'm not sure if they cap crit chance somewhere.

    *Edit* Going back through old threads it seems CG does not have crit chance on a diminishing returns curve (which is SOP for all games that use some kind of conversion instead of flat % values). Granted, there are still diminishing returns for your benefit of crit chance (especially when compared to other bonuses you could get), but any additional crit rating apparently is just as impactful on chance. Odd, and perhaps part of the reason why good crit chance is so easy to get?
  • "Arube;262536" wrote:
    Lets look at a sample case.
    Luminara attacks 4 times (with base damage of 1000), each attack includes a) Offence up, and b) Crit chance up.
    a) Hits: 1500 + 1500 + 1500 + 1500 = 6000 total damage dealt over a course of 4 turns.
    b) Hits: 1000 + 1000 + 1500 + 1500 = 5000 total damage dealt over a course of 4 turns (Roughly).


    It's not as simple as that.

    You are assuming a 150% crit damage. With mods crit damage can go as high as 216%. In that case case b would be 1000 + 1000 + 2160 + 2160 = 6320.

    You are also assuming a 0% base crit chance (without crit chance up) in your case a and a 25% base crit chance in your case b. That's inconsistent. With f.ex. a 25% base crit chance (and still 150% crit damage) case a would be 1500 + 1500 + 1500 + 2250 = 6750, while case b would be the same as yours (5000).

    Then comes the opponent's crit chance resistance and also the formula for calculating the damage of the attack (is offense simply multiplied in, or does it only affect part of the claculation, ie. is there a base damage, which is unaffected by offense?).

    Also you need to consider various bonus effects from crits like TM gain from HK—47's leader ability or Lando's increased damage on his next double down if he scores enough crits with one.
  • Was looking at this thread for better crit chance leaders but heres what i did.

    With embo lead zeta, greedo., cad bane, bossk, boba fett.

    Mod all to 75%crit chance using crit chance set, triangle, and secondaries.

    Then whenever available use greedos threaten for addition 25% cc topping it to 100%

    With contract they gain 50% offense which activates quickly with this team.

    Then on a crit hit they gain offense up for ad addition 50%

    So following activation of contract with greedos threaten it hits

    Base+50%+150%
    With next run hitting
    Base +50%+50%+150%

    Posted 1.8 mil phase 2 haat,
    5.6 mil t4 p1 sith raid( and greedo never hit more than 4x per turn

    A little more mechanics involved in sith but still awesome
  • Two things:


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    That said - locked.