
I think I see what you're saying, but I still have an opposite value system for this type of mechanic. I just think its not really fair to take a chance-based mechanism and judging it's value after you take the luck out of it. kinda not how it goes if it actually works out well.Īgain, I have no idea if other games are more generous. When you're quantifying it as 1 in 20, however, this best-case scenario is not allowed to happen. three times in a single Shadow Round application (it happens :P), it's more damage than you'd get from a Departure or Drill upgrade. Purpose will give you the biggest potential damage. So in the best case scenario, Witch effectively doubles the crit. bonus: 87.5 5% (assuming bonus from drill and Departure not factored in.) When you view it as a single event maximum advantage scenario however, you get: playstyle is by nature not going to add up favorably in this kind of comparison. But when you take an average like that, by the math, you fix it at that 5%, i.e. I hesitate to comment further, because I have no comparison to how other games do it. Sorry if I'm misunderstanding you though. If the dodge mechanic is implemented weirdly, that too could be a source of discrepancy for my calculations, but that should also have negligible impact on my point.

Unless you're saying that the critical mechanic in this game is specifically designed differently to normal probabilities in statistics (in which case, using the word 'statistically' diverges from the point, but whatever)? Well, even if we double the number of crits that occur, we still wind up with an 8 and 2 average damage bonus per hit respectively, and the point stands. If you roll it 1000 times, you will wind up with roughly around 50 20's, i.e. If you roll a d20 20 times, you are not at all guaranteed to roll a 20. "In 20 attempts, statistically you're supposed to get at least 1 guaranteed critical"? That's not what a 5% chance means it sounds like some variant of gambler's fallacy. I'm not sure I understand what you're talking about. Does crit damage affect flank damage or something? And even if it does, how does that apparent 18 point damage boost become more useful than a 55 damage boost across the board? So I'm guessing I must be missing something about the mechanics of criticals in this game. I even sometimes see people remark that it's useful. The crit options are so bad as to be laughable, and yet when I search on crit builds or even general tips about Othercide, I don't see anyone saying don't bother. I suspect the departure line damage boost is even applied against the critical damage percentage. I realize there are some traits and higher level memories that will impact these numbers, but I still suspect the Drill line as being king (of damage), with the departure line also being a solid choice for the weaker three-hit attacks. I'm still early on, just about to fight the second boss for the first time (but I have some confidence). Averages to around 1 bonus damage per hit.

Purpose: you know that 5% base crit chance? Well you can deal a whopping 18 extra damage on each of those crits.Averages to around 4 bonus damage per hit, and is inconsistent. Witch: an extra 5% chance to deal 25% bonus damage.Drill: increase damage by 20%, a boost of 70 damage for each hit.

