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Post Lyceum Critical Hit Diffuser.
Requires IK20.

Adds +Crit Hit Resist by X, reduces crit effect timer by Y, increases damage done by crits by Z.

In other words, generic protection against chance and effect, but when target crits on you, it hurts more.

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Mon Dec 19, 2011 2:18 pm
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Team: Death Mental
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Joined: Mon Mar 16, 2009 1:36 pm
Post Re: Lyceum Critical Hit Diffuser.
fail rate similar to volly dif i'd recommend. same size also. high fail rate would be needed because how often do you consistently get critted by the same dmg type? this should be a renewal and not a put it and forget it sort of thing if done right.


Mon Dec 19, 2011 2:27 pm
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Post Re: Lyceum Critical Hit Diffuser.
Nice idea.

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Mon Dec 19, 2011 4:19 pm
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Post Re: Lyceum Critical Hit Diffuser.
he stole it from me.


Mon Dec 19, 2011 5:01 pm
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Team: Zephyr
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Post Re: Lyceum Critical Hit Diffuser.
Actually it all stemmed from my post.

I claim 70% of the credit.

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playerboy345 wrote:
(look at lexx, deathreus and all those retards.)


Ironic isn't it.

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Mon Dec 19, 2011 9:10 pm
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Post Re: Lyceum Critical Hit Diffuser.
I am not fond of this at all. Even tho some weapons, like physical beams, can be annoying, then also keep in mind that many setups are based around critical hit chances and critical hit strength. There are ships that get resistances to critical hit chance, and there is a class that gets it, and I think that should be more than enough.

And volitile diffusers are too easy to abuse. Just look at current volitile diffusers (which Jeff is planning to remove or nerf the hell out of).

So sorry to say it, but If a diffuser like that is put in game, or there are any changes to what it is currently, then I will quit the moment it goes in. Not a second thought or any leaving post, just straight out good bye.

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Tue Dec 20, 2011 2:31 pm
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Post Re: Lyceum Critical Hit Diffuser.
What Thermal said pretty much wrapped it up, adding this will cripple a whole range of setups.

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Tue Dec 20, 2011 2:42 pm
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Post Re: Lyceum Critical Hit Diffuser.
What I meant, was, that your critical resists goes up by like 10%, the effect time is reduced by like 50%, and critical damage DONE TO YOU doubles.

Something like that. Meaning you can reduce the effect and chance, but when someone actually crits you, your shields take a ton more damage.

This can reduce the ability of snipers and energy/physical weapons, but leave one very vulnerable to that AWC called Bad at Games.

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Tue Dec 20, 2011 3:14 pm
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Post Re: Lyceum Critical Hit Diffuser.
Reducing the effect and the chance is where the entire thing is wrong. Some setups are built to be useful at only full (and nothing else) critical hit chance, and even shooting 9 shots without critical hits and then shooting one shot with the critical boost that you were supposed to get from all the previous 9 shots is a huge nerf to many setups.

If you only took some time and realized how many possibilites there are in T21 setups based around critical hit setups, then you would never wan't to add a diffuser around this. This is like saying you wanna add a Panther Ambush with random aura ticking to all ships, so called unstable DPS.

The power of the new critical hit T21 augmenters is in the critical hit chance, and the critical hits themselves, not in the damage done by them.

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Tue Dec 20, 2011 3:25 pm
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Post Re: Lyceum Critical Hit Diffuser.
ADD IT IN SO THERMAL RAGE QUITS.

Although anything else added in that doesn't damage him cannot possibly cause other people to quit.

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Species 8472 wrote:
playerboy345 wrote:
(look at lexx, deathreus and all those retards.)


Ironic isn't it.

retards). *

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Wed Dec 21, 2011 9:00 am
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Post Re: Lyceum Critical Hit Diffuser.
Doesn't the hermes aug reduce crit chance and adds crit strength :P

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Wed Dec 21, 2011 9:15 am
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