The second you land a critical hit, you've already influenced the outcome of the fight. Statistically, you can count on an average as being part of the "damage potential" of a class; but that's not the way probability works. Maybe you get lucky and someone dies before they know it, maybe someone doesn't die because you didn't crit with anything, and he did. Or that healer landed a crit heal and he went to 100%.
Stop looking at things solely from the perspective that suits you. This is not about RNG. This is not about dodge. If anything, this is about KS being on the hit table - so why not vouch for that?
Because an increase in the damage of the healing thrown into a fight doesn't have any influence who wins and who loses. Right. Who would have told, eh!
It doesn't even have to be a large crit, a crit streak, or a killing blow to be meaningful to the fight. If you focus a target, every single bit counts; and the tighter the fight, the larger the impact. This is a fact, not an opinion.
Sure, the damage/healing added from crits could even out in the long run, and they'd become merely anecdotal (but not irrelevant). But you won't find such large samples in any PvP fight, ever.
Anyway, just as a follow to your alleged point - that a crit only matters if the ability is insanely OP... Surprise, surprise, it is exactly the same problem you're facing with parry and Kidney Shot. A powerful ability, a gamechanger, not yielding the expected results because of RNG. You wouldn't care in the slightest about parry and dodge if we were talking about white hits, would you? So what is the problem then, RNG o Kidney Shot?
Last edited by Zardi; 2012-10-14 at 02:31 PM.
I loved eating a parry/dodge with my crusader strike during cata... Crippled the Holy Power generation by a huge amount.
It still is a goddamn pain in the ass, but at least there is judgment and possibly an exo, so resource generation is not at zero. Anyhoo, having things on a rng mechanic that are essential to your tactic, survivability and anticipation just sucks. For any class. It's a bad PvP design.
But that ain't new.
Really, enlighten us. And after you've done, reforge away that extra hit you have.
---------- Post added 2012-10-14 at 05:48 PM ----------
Vanguards recommends 3% hit and 3% expertise, so I guess it comes from there. I think that most classes have ~3% or less dodge and parry (besides when they can increase it), so that "cap" would mean you'll get over a mage dodging your specials.
you get over 3% in both just from wearing pvp gear i think even reforging everything away.
3% is softcap. That means casters and the like won't dodge or parry you. But they are not the problem here.
That, is a problem. And not only with Rogues. Warriors, Paladin's DK's and any other melee have the same thing.
More than 3% of each (Also night elves have 5% dodge by default).
Honestly, i thought this was all common sense.
I never even used the 3% figure anywhere... At all...
Yet, what you all seem to be unaware of is: Diminishing returns and the fact hit is not the same as expertise. Plus, everyone has a 5% baseline chance to be missed. Also, ability mechanics tend to be on a different roll from white hits, but that depends on the class, plus I haven't done actual PvP for a couple expansion packs, now but hey, it's always nice to see pseudo-elitists get mad at you for no reason.
In a purely stat based game (where you input commands, rather than directly control your character), no. They are the statistical representation of the fact that your character would obviously try to avoid any incoming attack.
In an action game where you move around, yes. It is nonsensical that I can move to the side, but that my character's movement has nothing to do with whether or not my opponents attack hits or misses, but is instead determined by numbers on a character sheet, particularly when there are attacks in the game that are manually dodged (see: raids). Of course, WoW is hardly the only MMO that does this, but yes, it is in my opinion an outdated mechanic with this style of game. (Either I can directly control my character or I can't; if I can, let me actually dodge/parry incoming attacks. If I can't, stats and RNG are fine.)
Players have baseline:
3% miss across the board.
Casters: 3% dodge 3% parry - Nelves 5% dodge.
Melee: 3% of one stat, 14%+ of the other.
Meaning that if you don't want your critical abilties to be dodged or parried against melee, you need as much expertise as your opponent has dodge or parry. Meaning definitely more than 14%.
I don't really understand why it is that hard to comprehend.
Read what Holo said earlier. Critical damage is very VERY rarely gamebreaking (see: literally never in competitive pvp). RNG avoidance is in no way shape or form fun, interesting OR BALANCABLE for PvP. CC brings predictability to the game. Burst gives it slightly more dyanism to play around. Throwing RNG avoidance that only effects half the classes (or players) into the mix is utter stupidity.
Originally Posted by High Overlord Saurfangi7-6700 @2.8GHz | Nvidia GTX 960M | 16GB DDR4-2400MHz | 1 TB Toshiba SSD| Dell XPS 15