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Is there a way to see your actual crit chance?
Title.
Originally posted by GFluegel:
As already mentioned, the crit-chance of an attack always depends on the FOCus value of both attacker and defender, so displaying crit-chance ingame would be a bit complicated. I guess, theoretically, we could display it when analyzing enemies, but we also don't want to bog that lil' display down with too many detailed informations.

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
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Dark Thoughts Jan 7, 2018 @ 3:00pm 
No?
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.
wervyn Jan 7, 2018 @ 3:53pm 
Since the chance of crit also depends on the enemy's stats there probably isn't an easy way to display this. The operative stat, though, is Focus, where the higher your focus is compared to your enemy's the better your base chance of crit damage, and things like bullseye applying a bonus on top of that. You'll probably have to get the exact formula from the devs themselves, but majoring in focus isn't a bad idea as long as you keep your attack stat in a reasonable range. Not only does it apply to crits, but also i-frames on dash and how quickly your SP builds up, it's definitely a worthwhile stat.
Dark Thoughts Jan 8, 2018 @ 12:52am 
How do I know what a reasonable range for my attack stat is though?
lachsen  [developer] Jan 8, 2018 @ 6:15am 
@Dark Thoughts You can look at the stats of your enemies. When it comes to Focus, Defense and Attack your should make sure they are about the same as your enemy's or above or in other words: Each point of your stats will have the largest effect when close to the stats of the enemies.

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.
Last edited by lachsen; Jan 8, 2018 @ 6:16am
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GFluegel Jan 8, 2018 @ 2:50pm 
As already mentioned, the crit-chance of an attack always depends on the FOCus value of both attacker and defender, so displaying crit-chance ingame would be a bit complicated. I guess, theoretically, we could display it when analyzing enemies, but we also don't want to bog that lil' display down with too many detailed informations.

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
Dark Thoughts Jan 8, 2018 @ 8:29pm 
I'll actually have to check some focus values on the enemies then I guess, but under 40% on twice as much almost doesn't seem worth it when it, at least when it comes to DPS (yes I'm a DPS ♥♥♥♥♥).
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).
muxmeister Jan 8, 2018 @ 11:56pm 
Going by the data GFluegel gave us, I've extrapolated the critical chance curve equation, excepting any other external factors or the influence of RNGesus, as

y = 82.38355 + (-18.65554 - 82.38355)/(1 + (x/175.3508)^1.660121)

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.
Last edited by muxmeister; Jan 9, 2018 @ 2:12am
Dark Thoughts Jan 9, 2018 @ 12:05am 
I don't think the training bots are valid considerations here because they're a) training bots and b) level 99 enemies would have to be compared to level 99 gear (or at least close to it). Even with a level 99 character you're not really anywhere near the power of a 99 character using gear that would be suitable for that level range in general.
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.
muxmeister Jan 9, 2018 @ 12:19am 
Yes, of course, which is why I said with currently obtainable gear. This value will definitely change later on when more equipment is added. And whether or not enemy type, enemy level, character level or gear level (not counting their given FOC value) has to do anything with regards to crit rate is pending on a dev response, if they give that out at all. All I am doing is calculating raw critical hit chance solely based on FOC levels. There will always be external factors, but it doesn’t hurt to at least do a rough guess.
Regiden  [developer] Jan 9, 2018 @ 6:23am 
The training bots should actually scale with your level. They are always the same level as the player.
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.
GFluegel Jan 9, 2018 @ 8:06am 
Crit-chance is purely FOCus-based. Level has nothing to do with it (or with any other combat-formulas for that matter, afair).

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)
Dark Thoughts Jan 9, 2018 @ 9:37am 
Thanks for all the info, and yes I prefer glass cannon builds in most games!
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).
GFluegel Jan 9, 2018 @ 3:32pm 
The base damage bonus is +50%, maximum bonus from items is +175% (though there aren't many good boots with it right now) and the maximum potential bonus from skills is 120% in Shock (105% + 15% from Neutral).
So theoretically you could have additional 345% of your normal damage on a critical. Potentially more if we ever implement food that buffs it.
Dark Thoughts Jan 10, 2018 @ 3:10am 
Thanks!
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.
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Date Posted: Jan 7, 2018 @ 6:53am
Posts: 14