Think of it in realistic terms... you try to stab someone with a sword and connect with them but only cause a flesh wound, you swing again and hit a vital organ. That is the point of critical damage, it applies more realistic battle aesthetics.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
It does more damage..? But you actually have a point there. It would be nice if critical hits were more complex and unique. For example anytime you hit a critical it would also give a random effect. Blindness,confusion,slower attack etc. It would add some juicy new aspects to the game.
They had that originally (back in 2008).
Cold criticals froze
Lightning criticals stunned
Fire Criticals and Poison criticals applied a DoT
Arcane critical silenced.
etc
Well I often used to make crit builds in League of Legends and it was quite fun. You'd just do a lot more damage than expected if you crit all the time.I think a lot of its appeal is in that surprise factor. I have no idea how it would work against monsters though, but I definitely see it in PvP.
Critical hits are something that have existed in gaming since the early D&D days. They are kind of like hit points in that, when you get right down to it, they don't make a ton of sense, but since they've been there for forever, what are you going to do about it? If you wanted a real-life-type situation, it'd be more like all non-crits do nothing (maybe the occasional semi-permanent snare or lost limb) and all crits kill you (or at least make it so you can't fight anymore).
From a game design standpoint, it's pretty much what people have said. People like big numbers and it breaks up a little of the predictability of combat, which is generally a good thing. It also adds additional itemization opportunities.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
ok I just see abilities that talk about additional chances to crit and I am unsure what the bonus really is...
Well, you have normal hits which deal 100% damage, and you have crits which deal, say, 200% damage. That's the gist of how crits work in most games. For example, you have a base crit chance of 10% (and you never miss or get blocked, etc.). You'd do 100% damage 90% of the time and 200% damage 10% of the time. If you had an item that said +5% critical chance, then you'd do 100% damage 85% of the time and 200% damage 15% of the time.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
Getting a high number sometimes makes u feel special and very powerfull, it's all about the feeling a human gets.
Please...don't do it to yourself, son. Never go full retard.
OP: As Slayerviper has pointed there are traditional roleplay reasons for it.
Gameplay-wise critical is an interesting element. If you invest in more damage you're improving your regular damage. Them comes haste/attack speed. You're dealing the same damage more often. Them comes critical. You're dealing more damage than usual.
For most games these 3 are the damage fundamentals, they are interdependent and they behave differently. Damage increase is a flat and direct relation. Haste is a direct multiplier, it reduces the intervals between attacks and by doing so it multiplies your regular damage by a certain amount. Critical is a chance based damage multiplier, it has a % chance of happening and when it does your damage is multiplied by a x amount.
You have base damage increase, you have a direct damage multiplier and you have a chance based multiplier. Developers of most games tend to think that the iteration of these offer more opportunities for itemization, class/spec development and gameplay variety. In other words it makes damage less boring, more complex and more interesting.
People already forgot that blizzard did state that crits with secondary dmg will apply extra effects. IE cold weapons will freeze targets, fire will cause a DoT. Yes we did not see the secondary effects in the beta but this does not mean it wont be in release. Unless blizzard stated that they removed it and I missed that post, it will just be a wait and see!!!
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Thanks
clancy1985
They had that originally (back in 2008).
Cold criticals froze
Lightning criticals stunned
Fire Criticals and Poison criticals applied a DoT
Arcane critical silenced.
etc
clancy1985
From a game design standpoint, it's pretty much what people have said. People like big numbers and it breaks up a little of the predictability of combat, which is generally a good thing. It also adds additional itemization opportunities.
Well, you have normal hits which deal 100% damage, and you have crits which deal, say, 200% damage. That's the gist of how crits work in most games. For example, you have a base crit chance of 10% (and you never miss or get blocked, etc.). You'd do 100% damage 90% of the time and 200% damage 10% of the time. If you had an item that said +5% critical chance, then you'd do 100% damage 85% of the time and 200% damage 15% of the time.
Please...don't do it to yourself, son. Never go full retard.
OP: As Slayerviper has pointed there are traditional roleplay reasons for it.
Gameplay-wise critical is an interesting element. If you invest in more damage you're improving your regular damage. Them comes haste/attack speed. You're dealing the same damage more often. Them comes critical. You're dealing more damage than usual.
For most games these 3 are the damage fundamentals, they are interdependent and they behave differently. Damage increase is a flat and direct relation. Haste is a direct multiplier, it reduces the intervals between attacks and by doing so it multiplies your regular damage by a certain amount. Critical is a chance based damage multiplier, it has a % chance of happening and when it does your damage is multiplied by a x amount.
You have base damage increase, you have a direct damage multiplier and you have a chance based multiplier. Developers of most games tend to think that the iteration of these offer more opportunities for itemization, class/spec development and gameplay variety. In other words it makes damage less boring, more complex and more interesting.
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A QUADRILLION MAGIC FIND is worthless if you can't kill shit!