As per thread title.


Do Critical Hits Deal Extra Damage To Structure?
Started by Dibster, Dec 22 2017 01:16 PM
4 replies to this topic
#1
Posted 22 December 2017 - 01:16 PM
#3
Posted 23 December 2017 - 06:06 AM
Quote
4. Critical Damage Transfer
[color=#959595]Critical Damage Transfer is the newest addition to crits as of (6-8-13), and it's the third form of damage transfer to be added to the game. The esoteric difference from the former two is that Standard Damage Transfer (50% reduction per component) and Explosion Damage (See above) concerns a transfer of damage between components. Critical Damage Transfer is defined by damage transferring from the crit system back into standard damage—it all stays in the same component. Confused yet? Relax, it's fairly simple.[/color]
15% percent of the damage a crit deals to a component, regardless if it landed on an item, is also dealt to the Internal Structure of the component.
[color=#959595]See? We got it! If not, let's look back at our example involving the 3x Crit with the AC/10. We are dealing 10-10-10 critical damage to the component. How much damage are we actually dealing to the component instead of the items within it? Well 15% multiplied by 10-10-10 is 1.5-1.5-1.5, or simply 4.5. You have just dealt 4.5 additional damage to the component hit with the AC/10 for a total of 14.5 damage. Best part? You still dealt 10-10-10 critical damage to items within the component.[/color]
[color=#959595]Critical Damage Transfer is the newest addition to crits as of (6-8-13), and it's the third form of damage transfer to be added to the game. The esoteric difference from the former two is that Standard Damage Transfer (50% reduction per component) and Explosion Damage (See above) concerns a transfer of damage between components. Critical Damage Transfer is defined by damage transferring from the crit system back into standard damage—it all stays in the same component. Confused yet? Relax, it's fairly simple.[/color]
15% percent of the damage a crit deals to a component, regardless if it landed on an item, is also dealt to the Internal Structure of the component.
[color=#959595]See? We got it! If not, let's look back at our example involving the 3x Crit with the AC/10. We are dealing 10-10-10 critical damage to the component. How much damage are we actually dealing to the component instead of the items within it? Well 15% multiplied by 10-10-10 is 1.5-1.5-1.5, or simply 4.5. You have just dealt 4.5 additional damage to the component hit with the AC/10 for a total of 14.5 damage. Best part? You still dealt 10-10-10 critical damage to items within the component.[/color]
Interesting, I hadn't known that.
However, given that the most popular crit seekers deal ~1dmg or less per "shot"...
I suppose that makes the crit bonus for missiles in the skill tree more attractive (or rather, less meaningless).
But if the trend is to increase TtK, this will be among the first to go... because really, it's just bonus dmg from a crit for no reason other than "we are used to 'critical hits' dealing more base damage". Which is the opposite of longer TtK =p
Edit: quoted section copy pasta from the linked post
Edited by Jingseng, 23 December 2017 - 06:07 AM.
#4
Posted 23 December 2017 - 06:13 AM
Critical hit are way gentle in mwo than in battletech TT were you can crit pilot, sensor, engine and gyro ! A lot of times a battlemech go down without loosing a location. In mwo you need to destroy it completely.
Edited by Damnedtroll, 23 December 2017 - 06:13 AM.
#5
Posted 23 December 2017 - 02:31 PM
Jingseng, on 23 December 2017 - 06:06 AM, said:
Interesting, I hadn't known that.
However, given that the most popular crit seekers deal ~1dmg or less per "shot"...
I suppose that makes the crit bonus for missiles in the skill tree more attractive (or rather, less meaningless).
But if the trend is to increase TtK, this will be among the first to go... because really, it's just bonus dmg from a crit for no reason other than "we are used to 'critical hits' dealing more base damage". Which is the opposite of longer TtK =p
Edit: quoted section copy pasta from the linked post
You probably don't know this.
But the LBX delivers 2 critical damage PER CRIT per pellet with up to 3 crits per pellet, with an LBX-20 having up to 20 pellets, that's up to a maximum possible of 120 crit damage in a shot, and 15% of that being 18 additional structure damage (more realistically the average is about an almost guaranteed 6 to 8 bonus damage provided the 20 pellets hit structure)...
Worth noting the weapon in the left arm of this Hellbringer is an LBX-20. Within 300 meters, it fires almost as a single projectile and this is before LBX spread reductions existed in the skill tree, or the current skill tree. It is more or less identical today, too.
(For many people with issues using LBX weaponry, these weapons have 45 different spread patterns, each mech has up to 5 different spread patterns assigned and some are favorable while others are not and it has been this way long before quirks. Do not judge the weapon based on the performance for one mech, but after trying the same weapon on many mechs to figure out which perform the best for how you want to use one).
Yeah... MGs do less than 1 crit damage per shot, its true, but they average about 1 to 2 crit damage per second in addition to their normal damage, which comes out to around an additional 0.15 to 0.3 damage per machine gun per second. That's calculated with regular MGs, its a little lower for LMGs but much longer range and about twice that for HMGs.
PGI has no intention of removing the bonus structure damage. Instead we've seen structure buffs on many things and reduced crit health across the board.
Also worth noting, if you have no critical slots in a body part, there can be no additional damage dealt. As such the only body parts that can possibly avoid "bonus damage" are the left and right torsos, and only if not using any form of lighter engine or having any equipment therein.
Edited by Koniving, 23 December 2017 - 02:38 PM.
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