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Old October 6th, 2008, 05:08 PM
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Default Re: Upper limit on crits?

Well, I wasn't talking about crits specifically as they pertain to Dom3-ofcourse, that all involves mathematical formulae and codes that I lack access to, and would have to guess at.
I was simply addressing the question of why a unit should be able to hit for 4-5 times it's normal damage.

If (arbitrary number) comes up more often than it *should*-as in "more often than the code is meant to reflect", then that's a bug, plain and simple.

It's also been supposed-and seems reasonable to me-that attacks which land on a unit's head might give more critical hits than ones that land on the body.

Flaggellants might possibly-due to the type of weapon they wield, and the way those weapons function-have naturally better criticals. This is purely supposition, ofcourse, but in the "real world", ball-and-chain/flail weapons hit harder than solid weapons. If they're then spiked or bladed, as we can suppose flaggellants would do, that would further increase the likelihood of a "real world crit".
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Old October 7th, 2008, 01:38 AM
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Default Re: Upper limit on crits?

Quote:
Originally Posted by HoneyBadger View Post
Flaggellants might possibly-due to the type of weapon they wield, and the way those weapons function-have naturally better criticals.
Well, they have two attacks every turn, so twice as high many chances of dealing a high-damgage hit than most normal units. The #flail ability also helps them bypass shields, which may help in some cases.
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