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I fear I went way overboard with it and could do more overall damage if I increase my base damage instead but it is really hard to tell when the game doesn't tell you anything but which stat is actually increasing your chance.
Example: When your Focus is about 90% of your enemies Focus value, increasing it to 110% will have a large impact. Meanwhile when it's 150%, increasing it to 170% won't have such a big impact.
I can however give you some example-values for crit-chances, with the attacker's FOC in relation to the defender's being written on the left:
100% (same FOC): 10% chance for a crit
110% (attacker having 10% more FOC): 13.39%
125%: 18.12%
150%: 25.25%
175%: 31.64%
200% (having twice as much FOC): 37.46%
90%: 6.38%
75%: 0.42%
70% and lower: 0%
So, yes. To keep your critical strikes relevant, you gotta invest in Focus to at least be on par with your enemies. On the other hand, having around 25% more Focus than your enemies also makes you basically unaffected by crits yourself.
Similarly, status conditions will be caused quicker with higher FOC on the attacker's side compared to the defender's. That's something that might have gotten more relevant in recent updates, so I'm also mentioning it. :P
Does the level difference also play a role? Will I have a higher crit chance against enemies lower than me or a lower chance if they're higher than me? What about a crit chance indicator based on average values (assuming they don't vary too much relatively speaking)? The start / help menu certainly could provide some context to how it is being calculated.
As far as some of the status effects go I'm not really sure what they actually do. I mean I am pretty sure I can assume what freezing and burning does at least but I couldn't really find any info on them in the circuit trees (maybe somewhere in the synopsis menu).
where x = %FOC(target) and y = %crit.rate. An asymptotic value of y=82.3855% is what is calculated here, but given a few percentile margin of error, the devs have most likely picked 80% as the absolute maximum chance of critical hit rate, though to get even 79% would already need a whopping ~1651% of your opponent's FOC value. This 80% max might already be overriden by some enemy actions or your own combat arts which have 100% on certain hits.
The highest level "attackers" in 0.9.8 are level 99 Terminator practice bots with 928 FOC, whereas the lowest level are level 1 Beta Mouse Bots on the MS Solar with just 10 FOC (barring any damage-immune special targets). I have 769 FOC at level 99 with Shock element and current endgame gear plus all Focus circuits active, which is 82.87% of the practice bots, barely enough to get a crit in once every fifty or so hits from me and about 1/6 hits from them always critting me. Meanwhile I am overmaxed out on crits on the mouse bots being 7690% ahead.
One thing about my headpiece: I am a melee artist at heart so the Scout Visor from Sapphire Ridge has an additional 83 FOC I could have over my current setup.
Considering max level statuses and currently obtainable gear, then, the highest level enemy you could virtually max out critical chance on without food would be the Hillkat Bandleader (level 13) or equivalent, which has a FOC of 52. Other important numbers are: 50%crit=~275%FOC, 60%=~375%, and 70%=~575%.
Bonus: My max with Cheese Crackers (Focus Buff Lv 3/+20%) is 923. So close to beating the Terminators.
The question for me here is if it is really worth it going for crits in terms of raw DPS or if I instead should focus (he) on attack instead, and if I go for crits it brings the question where the sweetspot is.
Also 40% crit chance is quite a lot. Just think about how often you actually hit an enemy. Each hit has a crit chance, so 40% eqautes to lots of crits.
It's true and intentional that FOC (which improves a lot of things) does not improve pure DPS to the dame degree as ATK (which "only" improves base damage and nothing else). Still, high Focus and "Critical Damage" are a rather strong combination, DPS-wise, as long as you also got decent base-ATK (you'll most likely be a glass-cannon, tho).
In addition to crit-chance (offensive&defensive), status conditions (dito), Flash Step and Parry, FOC also increases the rate of gaining SP, which allows for more frequent use of CombatArts. Overall, it is a very versatile stat that will basically always benefit the player in some ways.
And yes, status conditions aren't really explained in any menu or tutorial yet. Only the scientist in the Rookie-Harbor INFO-building explains them properly. We will implement more, easier to reach information on them in the future.
The conditions are:
Heat: Burn, damage over time
Cold: Chill, reduced Attack/Movement Speed
Shock: Jolt, damage and small stun in short intervals (less dmg than Burn)
Wave: Mark, increased damage taken by Ranged attacks (50% by default)
What's the base crit damage multiplier? If I remember correctly you can only get up to 150% via items, though I don't know if it is worth dropping the lvl 60 weapon for that at the moment which adds a good amount of attack. And yeah, that's kinda the problem, I don't know how much attack is actually the right amount without any indication of how my crit chances are against an enemy of the same level (which should still determine their focus stat).
So theoretically you could have additional 345% of your normal damage on a critical. Potentially more if we ever implement food that buffs it.
Food is too expensive for me anyway. :)
There were low level boots with crit damage? Guess I'll have to double check the vendors again.
I feel gear is a bit lacking in variety throughout the various level ranges anyway, it is hard to focus on some specific things because you would have to equip very outdated items to do so.