Why doesn't Aegon CRIT more vs Dr. Doom???
KeepinItReal
Member Posts: 229 ★
This is not a complaint just trying to better understand CRIT RATING vs RESISISTANCE. I've fought Doom in AQ using Aegon w/100+ combo. +30.46 c.rating per hit = 3,046 (about 110%). Most champs 100% c.rating is about 2700 pts (Unsure why differs for champs, having same pts per % in all categories would really simplify things.) Doom c.resist is high @35% (1077) so 110-35 = 75%. Aegon doesn't appear to crit vs Doom even close to that. (not saying would crit 3 out of 4 hits, but average per fight).
1) Why doesn't Aegon crit more often?
2) Why aren't the pts per %s the same for all champs "attributes" to simplify comparisons?
Would appreciate any info that would help clear things up for me. (Even if my calculations are incorrect bc they differ per champ. If so, what are the pts per % in Crit Rating & Resist?) Thanks
1) Why doesn't Aegon crit more often?
2) Why aren't the pts per %s the same for all champs "attributes" to simplify comparisons?
Would appreciate any info that would help clear things up for me. (Even if my calculations are incorrect bc they differ per champ. If so, what are the pts per % in Crit Rating & Resist?) Thanks
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@DNA3000 has a post on this, and if he sees this post he could explain better. Don't have the kind of vocabulary and knowledge he has on this kind of subject matter, lol
If you go to the section where he talks about flat stats and diminishing returns, you'll get some info.
To answer your question as to "why" the system is what it is, the simplest explanation has to do with stacking. Some attributes in the game have to have a reasonably high value for them to have any noticeable effect in the game, but if you're also able to combine them they can combine to reach ridiculous levels. So back in 12.0 Kabam introduced the flat stat system and the diminishing returns system where instead of these stats increasing linearly - which is to say they just added up to higher and higher values - each point was worth less than the previous one in a predictable formula.
There's a mathy explanation, but an extreme case illustrates the fundamental problem. Suppose you want to make a resistance ability in the game. What's a good value? Well, if you're starting from zero, then a tiny value like 5% might be unnoticable. However, if you're starting from a high value like say 90%, then 5% is extremely strong. Starting from zero, 5% resistance increases your survivability by about 5%. But for something with 90% resistance adding 5% on top *doubles* their survivability (because they will go from taking 10% damage to taking 5% damage).
Many attributes, and especially the ones that translated into percentages in the game (crit chance, block proficiency, damage resistance) were like this, where stacking to or past 100% was either too strong or made no sense, and were changed to flat stats. Critical chance was one of those, and was changed to critical rating in 12.0. Doing this allows Kabam to design those stats in such a way that if you don't have much of it you can get a lot, but if you have a lot you can't get too much.
That's really the fundamental reason for diminishing returns systems. They allow designers to give things with very little of something a lot of it, without unintentionally giving things with a lot of that something too much.
I entered the fight with a combo meter 163. Have a R5 5* Aegon. I recorded the fight and he had a total of 15 critical hit out of 39 hita total which is a good 38% crit %