I searched a bit and found insufficient explanation. The in-game tooltips makes them sound almost the same, except in that one affects weapon-based attacks only whereas the other affects all attacks, or something? But some people in the few forum threads I could find said that they are very different from one another: One makes critical hits rarer, and the other makes them weaker, maybe. Or maybe something different from that.
How do they really work, for real?
How do crit reduction and crit shrug-off work?
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- Halfling
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Re: How do crit reduction and crit shrug-off work?
I'm not 100% on how this works, but my understanding is that there are a couple different things . One of them will give you a percent chance to ignore any extra damage from the crit, rolled after something has critted. It just re divides the damage by the crit multiplier, shows up in the log as ""shrugs off the critical damage!" Doesn't stop talents that trigger on crits, but cancels the damage bonus.
The heavy armor training in the combat tree seems to actually reduce the chance that a physical attack will be a crit. Whatever calls physicalCrit will have their crit chance directly subtracted by that amount before it does the roll to determine whether the crit happens. Presumably regular bump attacks and shoots will be affected by that, but I couldn't give you a full list of what else that affects.
The heavy armor training in the combat tree seems to actually reduce the chance that a physical attack will be a crit. Whatever calls physicalCrit will have their crit chance directly subtracted by that amount before it does the roll to determine whether the crit happens. Presumably regular bump attacks and shoots will be affected by that, but I couldn't give you a full list of what else that affects.
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- Low Yeek
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Re: How do crit reduction and crit shrug-off work?
defender's "Crit. Shrug Off(CSO)" reduces attacker's crit multi(CM).
the damage will be...
damage(1 - (CM - CSO))
or
damage(1 - (1 - CM * (1 - CSO)))
see also
https://git.net-core.org/tome/t-engine4 ... 6de4b00ded
the damage will be...
damage(1 - (CM - CSO))
or
damage(1 - (1 - CM * (1 - CSO)))
see also
https://git.net-core.org/tome/t-engine4 ... 6de4b00ded