Balancing Critical Damage
Critical Damage is pretty overpowered, dealing 50% extra damage per hit. Chaining this successfully can put up a pretty easy fight against almost any mob, or most of the players. Here's what I think:
- It could be nerfed from 50% to 20%, but...
- It increases by 4% per sharpness level, maxing out at 40%.
- With the new "Penetration System" coming onto armor, it could change the amount armor's protective value is reduced, from defending 0.8% - 4% damage to 2% - 3% damage on a critical hit. This gives the decision whether to deal that extra +20% - 40% damage or not, considering you may not reach the full damage potential when dealing with armored mobs / players. Although not every person would keep this in mind, this would still take effect. Because of this...
- Mobs could have an increased chance to wear armor on all difficulties. I would go over the entire system I have in mind... but that's a topic for another post.
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