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Old 04-24-2006, 11:43 AM   #91 (permalink)
Tuco
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Not sure if this idea has been posted yet, but:

1-25% : +Crit gives full amount
26-50% : + crit gives half amount
50-75% : + crit gives 1/4th amount.

So if you had 100 +crit on your gear, you'd get 25 * 1 + 50 * 0.5 + 25 * 0.25 = 56ish
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Old 04-24-2006, 11:49 AM   #92 (permalink)
Gryzx
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There's already diminishing values built into their item stat calculation. Adding another form of it would seem to just make future upgrades even less worth it.

When you already have the "Why is Raid zone X upgrades so small" discussion every new raid zone, it seems making this worse (which it will naturally get worse already in their current scheme) than it already is kinda of moving backwards.
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Old 04-24-2006, 02:50 PM   #93 (permalink)
Tuco
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Quote:
Originally Posted by Gryzx
There's already diminishing values built into their item stat calculation. Adding another form of it would seem to just make future upgrades even less worth it.

When you already have the "Why is Raid zone X upgrades so small" discussion every new raid zone, it seems making this worse (which it will naturally get worse already in their current scheme) than it already is kinda of moving backwards.
It's something you have to balance I suppose.

Percentages that are hard-capped at 100% for effectivity(avoidance/crit/immunity) shouldn't be the major drivers of incremental itemization. But stats that can essentially go up forever(+Damage, +health, +mana) should be.

What is very possible is that +crit items will begin to level off eventually and all the future items will not increase how much +crit/avoidance you can get.
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