Do crits have a base crit damage multiplier or does the increase come strictly from the endorsements. This is extremely difficult to prove conclusively. I understand that some abilities have an established crit multiplier, but is this simply an increase from a base of 0, making those abilities do something when they otherwise would not (bonus damage), or is this value a decrease from some unspecified value? Currently, if my suspicions are true, under ideal circumstances, gold crit endorsements represent a 9% increase in average damage output for a class without base crit ability, and area weaker than gold RoF endorsements - even during juice, even including reload time. Bronze crit would represent anywhere between a 0.2-2% increase in damage, compared to the 5% average increase for the very worst weapons for bronze RoF (including reload time, with the obvious exception of Death Blossom which isn't affected at all). Could someone confirm I am mistaken (or not)? If I am not, then this thing is so astoundingly bad that it could be described as an active nerf to base Sniper under all circumstances.
crit is for automatic guns, since the crit lasts 1 sec standardly, (BAL_CRIT_DURATION_BASE =1) for example assault can shoot at least 10 shots per second, and get a critchance of 10%, making it possible, to crit infinitely same for gunner without deploy + doublemini, theoretically he could crit infinitly, seeing as he shoots at least 20 shots per second, with a max critchance of 5% but, since it's still a chance, the infinite critstream doesn't actually happen as often as i thought it would, though the +50% damage on assault is definitly noticeable when it does
Look, as I said, I get that. Does it have a base damage multiplier for weapons that do not have an inherent effect. This is extremely important for it being at all viable on characters which do not have any base critical effect. Not only would they have a smaller chance of crit, but they would do about half the damage when they did. On a side note, it does not check for crit procs during the time it is already critting. This means that you will get a small stream of bullets after that 1 second period until it crits again.
Are you asking how much extra damage a crit does (without factoring in crit endorsement)? I'd like to know as well. Regular crit seems to do a lot less than a juice crit. Juice crit is 3x. Files say nothing about the base crit multiplier.
That's pretty much how chance works yeah... Even if the crit chance was 99%, there is still a 1% chance that you will never get your critical mode to trigger on each of your shots... Then again the chances are just too slim considering its 20 rounds a second, but oh well.
Crits are purple. Ever notice your beam turn purple? It does. Crits do have a base multiplier, i'm sure. Matter of fact, I believe that base multiplyer is the reason snipers can technically crit very rarely without any endorsements. I can check in the hostilebalance.ini, but with high damage weapons like the sniper rifle, a 1% damage buff from bronze crits gives you a free kill every few games from a bodyshot on a light (if i'm not mistaken), so I wouldn't call it a nerf.
Crit is most effective when juiced as an endorsement since its gaurunteed Crit Gold x3 Silver x2 Bronze X1 The more shots fired from a gun the more likely to crit since it runs on second interevals between 10 seconds. Guns with a high rate of fire or no need to reload will see crits more often or with deploy/passive upgrades Seams when you have passive 3 most primary weapons will crit even if you dont have any endorsements. Also Gold/Silver/Bronze increase the percentage of seeing the crits but its not much noticeable unless you: Have passive 2/3 assault rifle Deploy 2/3 minigun Then there is a big increase
Alot of people seem to be reading this without any idea of what I am asking. Lets say you, somehow, got a crit without any additional crit endorsements and without using any of the classes that give a base crit damage effect (gunner, assault, stealth). Would it do any more damage than a normal attack or would it just be purple? How much more? I understand that it increases the the damage you do while juiced. At most it increases it by 25%. Crit mult is increased to 300%, meaning that it is now 325%. This means you will be doing a mere 8% more damage, compared to 40% more damage with RoF boosts. This means that even including the reload RoF boost. I understand how the crit duration system works. If you had a 50% crit chance with a fire rate of 4 shots per second, the bolded portion of your shots would NOT be criticals. 1212221121212122112111221222 Again, I am just looking for base damage.
Going to ask again. Does anyone know if there is a base multiplier? Does a railgun crit, for example, just do 25% more damage if you have Gold Crit?
If you are getting that from BAL_A_WEAPONS_CRITMULT=0.15, that is referring to the Assault. There is definitely no base crit multiplier in the balance.ini(s), it would have to be hardcoded somewhere.
aside from how much damage it gives you, is crit chance a sheer chance or is it a ppm. (proc per minute) meaning you can only proc a crit stream so many times pr minute, this would keep things from entering those infinite loops that would be possible.
He want's to know what the bare minimum damage multiplier a critical hit does. Like in tf2 a crit always triples the damage you do.