Remove +% healcrit on tactics / abilities that grant crits

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Bozzax
Posts: 2650

Remove +% healcrit on tactics / abilities that grant crits

Post#1 » Wed Nov 02, 2016 9:04 pm

*** Decline it I don't see much of a point in using the balance forum at all anymore ***

Issue:
The abilities/tactics that grant +crit also grant +heal crits making them way better then other abilities/tactics.

These over performing tactics typically provide the same "average" effect as your group slotting 5-6 self effecting +10% heal/damage increasers.

Stacking at least was possible on live and RPs could reach pathetic levels on GG and +20% proc

Solution:
Like the text says change it to critically hit only , so remove "critically hit heals" (on all abilities/tactics).
The memory of your ancestors bolsters your resolve, increasing Strength by 75 and chance to critically hit by 10% for 10 seconds. Your Oath Friend is affected as well if they're within 50 feet of you.
When you block, all members of your group within 100 feet except you will gain a 10% chance to critically hit for 10 seconds
Any time you critically hit with a ranged attack, the chance to critically hit will be increased by 15% for 10 seconds for group members within 100 feet, but this will not affect you.
Lets compare but with what?
I’ll compare Infernal gift vs Leading shots which I think were intended as “loosely coupled mirrors”. The effect of IG is also very simple to understand and I think it was extremely easy for original devs to balance it right where they wanted it.

This combined makes IG a good reference point for group buffing tactics.

Infernal Gift
+10% damage, not self
Spoiler:
Effect on group
Tank 1 +10%
Tank 2 +10%
DPS2 +10%
IG effect on group: +5%

In my eyes +5% seems reasonable for a group buffing tactic and harmonize quite well with the +10% damage for a self buffing tactic.

Leading Shots
+15% critical hits + 15% critical heals, not self
Spoiler:
Effect on group
Tank 1 + 7,5% + crit procs
Tank 2 + 7,5% + crit procs
DPS 2 +18% + crit procs
[BW +45% + crit procs,
WL/WH + 15% + crit procs,
Slayer +7,5% + crit procs (wo FM)
Engie +7,5% + crit procs]
Healer 1 + 7,5% heals + 3% from RP + other heal crit procs
Healer 2 + 7,5% heals + 3% from RP + other heal crit procs
LS effect on group: +9% + crit procs + other heal crit procs

Conclusion:
LS is x2 IG and gives about the same group effect as all 6 group members slotting a +10%. Without increased critical heals the effect on team drops to 5% (+ crit procs).

So how does DT compare to LS and IG?

Dirty Tricks
Spoiler:
Effect on group
Tank 1 + 5% + crit procs
Tank 2 + 5% + crit procs
DPS 1 + 10% + crit procs (depends on class ofc)
DPS 2 + 10% + crit procs (depends on class ofc)
Healer 1 + 5% heals + 2% from RP + other heal crit procs
Healer 2 + 5% heals + 2% from RP + other heal crit procs
DT effect on group: +7,3% + crit procs + other heal crit procs

Conclusion:
The combined average group effect is about the same as 5/6 slotting a "standard" 10% increaser. Without increased critical heals the effect on team drops to 5% (+ crit procs).

EDIT:
DT not being mirrored is another topic and personally I would like it to remain order only as long as it is tuned down.

EDIT2:
Please note that the real value from having high heal crits and a +20% heal blessing on crit dwarf the 2-3% I've used since it has a 10s duration. As heal crit hits 50% the probability to have +20% blessing on after 2-3 heals reaches 75-88% on top of the 25% average heal output.

EDIT3:
LS, DT and AF all are un mirrored and the latter is spammable and stacks with the other 2.
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Last edited by Bozzax on Fri Nov 11, 2016 12:52 pm, edited 3 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Penril
Posts: 4441

Re: Remove +% healcrit on tactics / abilities that grant crits

Post#2 » Thu Nov 10, 2016 4:06 pm

Since crit rates have been reduced, you might want to reconsider your proposal. If not, I will move it to declined for now and maybe we can revisit this in the future once higher level gear/renown is available (therefore increasing crit values on most players).

Edit: Declining per OP request.

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