Critical damage in its current format has gotten too important in the damage calculation. This has necessitated the wild mob hp scaling to compensate.

To illustrate: 8attacks/sec, 45% critical chance, 1300% critical damage, typical end game combat stats that players have.

Using 100 damage as the base, the DPS = 100*(8 * 45% * 1300% + 8 * 55% * 100%) = 5120. Critical damage was 4680 of that 5120 or 91.4%

So non critical damage is not even 8.5% of the damage dealt. In other words, more than half of the attacks did less than 10% of the damage. Those are wet noodle attacks because the mob hp has to scale to account for the massive critical damage.

There are two solutions to this madness.

1) Reduce crit chance. Critical attacks should be special, and when it happens it should make a big difference.

Well fat chance of this happening since I believe last time when this line of argument was made by the Devs, it caused an open rebellion by the player-base that the scheme was ultimately shelved.

2) Reduce crit damage multiplier.

I really do think this is the way to go. 13X damage? Are you for real? For that big of a multiplier, I'm expecting a decapitating shot. But apparently every mob out there has hundreds of heads so they can keep taking those 13X shots and still coming.

Critical damage has become the only damage that counts since they overwhelm noncrit damage 10 to 1.

Critical damage multiplier should just be a straight 2X or 3X. At 2X, the crit to non crit damage ratio becomes 7 to 4. At 3X, the crit non crit ratio is 10 to 4.

Concurrent with any adjustment to the Crit damage multiplier should be the base HP of mobs so they don't all need to be hundreds of heads monsters anymore. In other words, players will be able to kill them just as fast as before.

This also has the benefit of freeing up a precious stat slot for other considerations. Especially valuable if the past intentions of introducing more varied combat stats such as ability power, multi-strike chance actually come to pass.

To illustrate: 8attacks/sec, 45% critical chance, 1300% critical damage, typical end game combat stats that players have.

Using 100 damage as the base, the DPS = 100*(8 * 45% * 1300% + 8 * 55% * 100%) = 5120. Critical damage was 4680 of that 5120 or 91.4%

So non critical damage is not even 8.5% of the damage dealt. In other words, more than half of the attacks did less than 10% of the damage. Those are wet noodle attacks because the mob hp has to scale to account for the massive critical damage.

There are two solutions to this madness.

1) Reduce crit chance. Critical attacks should be special, and when it happens it should make a big difference.

Well fat chance of this happening since I believe last time when this line of argument was made by the Devs, it caused an open rebellion by the player-base that the scheme was ultimately shelved.

2) Reduce crit damage multiplier.

I really do think this is the way to go. 13X damage? Are you for real? For that big of a multiplier, I'm expecting a decapitating shot. But apparently every mob out there has hundreds of heads so they can keep taking those 13X shots and still coming.

Critical damage has become the only damage that counts since they overwhelm noncrit damage 10 to 1.

Critical damage multiplier should just be a straight 2X or 3X. At 2X, the crit to non crit damage ratio becomes 7 to 4. At 3X, the crit non crit ratio is 10 to 4.

Concurrent with any adjustment to the Crit damage multiplier should be the base HP of mobs so they don't all need to be hundreds of heads monsters anymore. In other words, players will be able to kill them just as fast as before.

This also has the benefit of freeing up a precious stat slot for other considerations. Especially valuable if the past intentions of introducing more varied combat stats such as ability power, multi-strike chance actually come to pass.

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