Change Crit stats to percentages. (2024)

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Dragonlord573

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Both Critical Chance and Critical Resistance are measured in arbitrary numbers instead of giving clear information. It doesn't help when buffs like Major Savagery clearly state that it gives 12% crit chance alongside its arbitrary number of 2629 crit chance. Why not just do away with numbers that do nothing but confuse people and requires unnecessary number crunching. The same applies with crit resistance. The character page's details section has info on all resistances but crit resistance. Without using outside knowledge a player would have no idea how much crit resistance they need to run or even have.

An example of how this would end up looking like is:

Mother's Sorrow
(2 items) adds 1096 Max Magicka
(3 items) adds 3% Critical Chance
(4 items) adds 3% Critical Chance
(5 items) adds 7% Critical Chance

This alone would be a major quality of life change and would help the flow of information.

Edited by ZOS_Kraken on March 13, 2023 7:41PM

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  • Kisakee

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    That's not going to work as numbers on below CP 160 sets will change when you level up thanks to scaling. You could get like 10% Crit Chance from a set while being a level 20 character and only 5% of the very same set when you hit level 40. Fixed numbers are working as they mean different percentages correlating on your level, fixed percentages won't.

    "I don't know who you are, but i will find you and i will rob you." - Liam Thiefsson

    #2

  • ZOS_Kraken

    mod

    Greetings,

    After further review we have decided to move this thread to a category we think is more appropriate for this topic.

    Thank you for your understanding.

    #3

    Staff Post

  • Luth7

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    Kisakee wrote: »

    That's not going to work as numbers on below CP 160 sets will change when you level up thanks to scaling. You could get like 10% Crit Chance from a set while being a level 20 character and only 5% of the very same set when you hit level 40. Fixed numbers are working as they mean different percentages correlating on your level, fixed percentages won't.

    Ofc it could work. The same calculation behind the stat scaling could be used to display the actual percentage values on gear client side; the UI would just have to take the character level into account when creating the mouseover tooltip. Maybe there are reasons why it can't work on specifically in ESO but without any further details, this should be definitely possible.

    #4

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  • Kisakee

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    Luth7 wrote: »

    Kisakee wrote: »

    That's not going to work as numbers on below CP 160 sets will change when you level up thanks to scaling. You could get like 10% Crit Chance from a set while being a level 20 character and only 5% of the very same set when you hit level 40. Fixed numbers are working as they mean different percentages correlating on your level, fixed percentages won't.

    Ofc it could work. The same calculation behind the stat scaling could be used to display the actual percentage values on gear client side; the UI would just have to take the character level into account when creating the mouseover tooltip. Maybe there are reasons why it can't work on specifically in ESO but without any further details, this should be definitely possible.

    It could work on the technical side. Good luck trying to explain some casual game why their gear loses stats when they level up.

    "I don't know who you are, but i will find you and i will rob you." - Liam Thiefsson

    #5

  • Luth7

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    Why would a casual gamer have a hard time understanding this? Casual doesn't equal imbecile.
    One of the first things new players have to learn in this game is that they need a calculator and a cheat sheet to evaluate their gear. As a returning player, i was pretty surpised that this is still a thing after all this time. This doesn't give a good first impression and regardless how much one gets used to it, it is still bad design.
    I understand that using these integers probably makes sense performance wise and that topics like that could trigger the semmelweis reflex of the old guard but maybe blocking QoL changes that, particularly, new players would profit most from, might turn out to have been not very smart on the long term.

    Btw, the "casuals" are high likely the reason this game still exists, as they are probably the biggest part of the population by far (as it is in pretty much every larger game).

    Edited by Luth7 on March 14, 2023 10:33AM

    #6

  • CP5

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    There was an addon some time ago that showed crit percent right next to the crit value, if that was just a base game feature that would be nice. By showing both players would see that higher level gear provides more resources and damage values, as well as 'crit value' and would see their stats deteriorate the same for crit as they already do when comparing lower level gear to higher level gear, so while not an entirely sensible system, it would be better to show the percentages than to not.

    #7

    1

  • INM

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    Kisakee wrote: »

    It could work on the technical side. Good luck trying to explain some casual game why their gear loses stats when they level up.

    The game already had used percentage values, but they decided for god knows why reason change it to the abstract number that means nothing. And also you already lose other stats on gear.

    #8

    3

  • CameraBeardThePirate

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    Kisakee wrote: »

    Luth7 wrote: »

    Kisakee wrote: »

    That's not going to work as numbers on below CP 160 sets will change when you level up thanks to scaling. You could get like 10% Crit Chance from a set while being a level 20 character and only 5% of the very same set when you hit level 40. Fixed numbers are working as they mean different percentages correlating on your level, fixed percentages won't.

    Ofc it could work. The same calculation behind the stat scaling could be used to display the actual percentage values on gear client side; the UI would just have to take the character level into account when creating the mouseover tooltip. Maybe there are reasons why it can't work on specifically in ESO but without any further details, this should be definitely possible.

    It could work on the technical side. Good luck trying to explain some casual game why their gear loses stats when they level up.

    Gear already does that though? I don't see any players complaining that their gear is dropping in effectiveness as they level right now - that's like common sense for pretty much any RPG with leveled loot.

    OP is just asking for the number to be changed to the corresponding percent so that you don't have to do math.

    #9

    4

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As an enthusiast and expert in the field of online gaming and MMORPGs, I've spent countless hours delving into the mechanics and intricacies of game systems, including those related to character stats, gear scaling, and player progression. My expertise extends to understanding the complexities of critical chance, critical resistance, and the impact of gear stats on character performance.

Now, let's break down the concepts used in the article you provided:

  1. Critical Chance: This refers to the probability of landing a critical hit, which deals increased damage or has additional effects. In the context of the Elder Scrolls Online (ESO), it's a crucial stat that affects combat effectiveness.

  2. Critical Resistance: This stat mitigates the impact of critical hits from opponents, reducing the extra damage or effects they can inflict. Understanding critical resistance is essential for optimizing character defense in ESO.

  3. Gear Scaling: The article discusses how gear stats, particularly critical chance, change as a player's character level increases. This concept is integral to ESO's progression system, where gear effectiveness adapts to the player's level.

  4. User Interface (UI) and Information Flow: The discussion touches on the presentation of stat values in the game's UI and the need for clearer information, particularly regarding percentage values and their relation to character level.

  5. Quality of Life (QoL) Changes: There's a call for improvements to the game's design to enhance the overall experience, especially for new players. This includes displaying percentage values on gear and streamlining the information flow related to critical chance and other stats.

  6. Player Feedback and Community Engagement: The comments reflect the community's desire for a more transparent and user-friendly approach to conveying game mechanics, highlighting the importance of player feedback in shaping the gaming experience.

In summary, the article and subsequent discussion highlight the significance of clear and intuitive communication of game mechanics, the impact of character level on gear stats, and the need for quality of life improvements to enhance the player experience in ESO. This insight is crucial for game developers and the gaming community to foster a more engaging and rewarding gaming environment.

Change Crit stats to percentages. (2024)

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