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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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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.
_________________ Axis Industries
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Mon Dec 19, 2011 2:18 pm |
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goett
Team:
Main: goett
Level: 2157 Class:
Shield Monkey
Joined: Mon Mar 16, 2009 1:36 pm
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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.
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Mon Dec 19, 2011 2:27 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Lyceum Critical Hit Diffuser.
Nice idea.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Mon Dec 19, 2011 4:19 pm |
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goett
Team:
Main: goett
Level: 2157 Class:
Shield Monkey
Joined: Mon Mar 16, 2009 1:36 pm
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Re: Lyceum Critical Hit Diffuser.
he stole it from me.
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Mon Dec 19, 2011 5:01 pm |
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Species 8472
Team:
Main: Destroyer Of Worlds
Level: 3221 Class:
Speed Demon
Joined: Fri May 01, 2009 1:39 pm Location: Huddersfield, UK
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Re: Lyceum Critical Hit Diffuser.
Actually it all stemmed from my post.
I claim 70% of the credit.
_________________
Species 8472 wrote: playerboy345 wrote: (look at lexx, deathreus and all those retards.) Ironic isn't it. retards). * Full stops go after the closed brackets. L2grammarNazi.
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Mon Dec 19, 2011 9:10 pm |
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The Lost One
Team:
Main: UrQa Vazuk Qii
Level: 2468 Class:
Berserker
Joined: Tue Dec 22, 2009 7:28 am
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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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master802
Team:
Main: master802
Level: 2251 Class:
Fleet Commander
Joined: Fri Feb 29, 2008 1:58 pm
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Re: Lyceum Critical Hit Diffuser.
What Thermal said pretty much wrapped it up, adding this will cripple a whole range of setups.
_________________ Client 2 coming soon™ Client 2 - fixed coming soon™ Client 3 coming soon™
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Tue Dec 20, 2011 2:42 pm |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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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.
_________________ Axis Industries
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Tue Dec 20, 2011 3:14 pm |
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The Lost One
Team:
Main: UrQa Vazuk Qii
Level: 2468 Class:
Berserker
Joined: Tue Dec 22, 2009 7:28 am
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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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Species 8472
Team:
Main: Destroyer Of Worlds
Level: 3221 Class:
Speed Demon
Joined: Fri May 01, 2009 1:39 pm Location: Huddersfield, UK
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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.
_________________
Species 8472 wrote: playerboy345 wrote: (look at lexx, deathreus and all those retards.) Ironic isn't it. retards). * Full stops go after the closed brackets. L2grammarNazi.
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Wed Dec 21, 2011 9:00 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Lyceum Critical Hit Diffuser.
Doesn't the hermes aug reduce crit chance and adds crit strength
_________________ Axis Industries
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Wed Dec 21, 2011 9:15 am |
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