Agent Venom bug - no critical hits / silent nerf?
Mappu
Member Posts: 13 ★
Recently I took a fight with R3 Agent Venom with Scorpion/Kraven synergy against Doom in Alliance War boss fight. Agent Venom landed zero critical hits amongst 118 hits landed on Doom. I had sent email to Kabam with the video of the fight, the response was that they are currently investigating. Making a post here so, everyone would be aware of if similar behavior is noticed against Doom or Doom in boss node. Please share.
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So please don't assume anything that is not in your favour as nerf
So in effect venom has 23-35= negative 12% chance to crit. Which is to say never.
Kraven has increased crit rates which can overcome the crit resistance of Doom. This is just simply numbers. No one is trying to slice anything
Do not think the world you know is everything the world has to offer. There’s much more to learn.
So, to explain, for example percentage of chance means, “the probability of certain chance occurring in 1 event is 35% means it’s 35% chance. And probability of a chance occurring in 100 events means that 35 events is predicted to have that chance”.
Secondly, @DNA3000 could add some perspective in this Thread.
Attackers don't have an explicit chance to land a critical hit. They have a critical rating. That critical rating *equates* to some net overall percentage chance to land a critical, given all other factors that may affect critical rating and the challenge rating of the target. There's no "percentage chance" for anything except at the very end of the calculation.
The 35% critical resistance shown by Auntm.ai presumes 140 challenge rating and zero critical resistance on the target. It is an estimate for context, to give players a rule of thumb about the value of the critical resistance, so they have some vague idea of what it means.
Even outside of stats affected by Diminishing Returns, percentages do not (generally) interact that way in this game. If something has 100% ability accuracy and something else reduces that by 100%, that nets to zero. But not because -100% AA is always zero. It is because 100% - 100% = 0. Against something with 150% ability accuracy, -100% AA would net to 50% AA. The problem is not the math, the problem is the colloquial description of the math. An effect that does "-100% AA:" is not doing one hundred percent of anything. There is no "percent." There isn't even a one hundred. It is simply subtracting 1.0 from the AA stat. That's all. "Minus one point zero AA stat" is not a transparent description for most players, so this is colloquialized as "minus one hundred percent" and then further to "reduces by one hundred percent." This is ambiguous, because it could mean reduces by one hundred percent of the base value or one hundred percent of the current value. "Percent" literally means "parts out of one hundred." But parts of what? The units aren't specified, which makes the phrase ambiguous.
In environments where this ambiguity exists (say, in the financial industry) they usually say "Percentage Points" or "Basis points" rather than "percent." However, this is not common colloquial language, and "percent" is still used in this game (and in fact, in most video games).
Most of the time, stats are computed linearly. Only rarely are stats computed in mathematical proportionalities or percentages. Unfortunately, since the colloquial descriptions are ambiguous, it takes experience to know which way the game is going. But the game is *not* incorrect about its usage of "percent." Rather, it is being unfortunately ambiguous. Anyone wanting to slam Kabam for incorrect use of "percent" on a technicality is technically wrong.
Actually puts it in nice context, looking at it from the standpoint of the actual #'s instead of percentages.
If that's how Crit Resistance works (lowering an opponents Crit Rating by that Crit Resistance #), then indeed it is akin to 28% - 35% = 0 chance at Crit'ing (if that results in their Crit Rating # going below 0).
That Profile Stat should probably be called “Critical Rate Resistance” instead, for it to be more clear that it applies as an offset to Critical Rate (as opposed to a % chance to ignore/prevent the opponent from Crit'ing, or even the alternative potential meaning being reducing/resisting the AMOUNT of Crit damage done aka. lowering opponents Crit Damage Rating).
As for thinking it would be a 35% chance to prevent a Crit Hit (as hypothesized earlier). When you think of it in terms of it's real # (not as percent), then you would be hard pressed to somehow still say that it has an 1185 (of something) chance (?) at preventing an otherwise Critical Hit.
R5 HitMonkey vs R3 Doom-
3097 critical rating hit as the first critical hit.
R5 HitMonkey vs R3 Blade -
3500 critical rating hit as the first critical hit.
— this is how it should behave, reducing critical hit received by Doom.
You should not see zero critical hit at all.
Example: Corvus has 0% critical rating if I read correctly the stats right now. Yet, he does critical hits.
Corvus example was to showcase that explanation on these numbers aren’t explicit in general. His base critical hit number isn’t mentioned anywhere. Only critical damage bonus if I’m not wrong.
- Critical Resistance reduces the chance for the champion to inflict a critical hit. This is done (as DNA explained) by flat values, not percentages.
- Critical Resistance cannot reduce guaranteed critical hits.
- Hit Monkey, Corvus, Ghost (and Kraven) can all inflict guaranteed critical hits.
- They can therefore ignore Doom's critical Resistance.
The Damage inflicted by a critical hit is multiplied by the attackers Critical Damage Modifier (after the CDM has been converted into a percentage), not affected their Critical Rate.
The adjusted damage is then further adjusted by the defenders resistances: Armour, Physical/Energy Resistance, and effects like Critical Damage Resistance (take a look at champion descriptions for Havok and Swamp Thing for champions who can resist critical hits)
Doom has a high Armour, so he suffers less damage than Blade when Hit Money inflicts a guaranteed critical hit. However he suffers exactly the same number of guaranteed critical hits on MLM combos, because that's how 'guaranteed' works.
If you want to test this further, try fighting wrongly with Hit Monkey: do traditional MLLLM combos. You'll notice Hit Monkey inflicts more (non-guarenteed) critical Light hits against Blade than he does against Doom; since that's how Doom's critical Resistance protects him.