Melee crit mods, innate crit rates and crit rate hardcaps?

Yakks post makes me laugh and cry at the same time.

25% REALLY means 10.44% to 14.56%?
I'd like to believe 25% means.. get this.. 25%.
Otherwise, let red mean blue and big mean little.

My theory being simply that with 10% chance to crit from AA alone it seems to go no higher with mods (like, as in 1 out of 10 hits is a crit). Yet, 10 percent chance to crit can be achieved without all AAs using mods (based on the above statistics). That indicates a cap of sorts which apparently should not, and allegedly does not, exist. It doesn't appear to be more complicated than this.
 
Just posting to confirm that Yakk's math and method both seem sound, and that the confidence-interval stuff is pretty solid (for those who haven't had the misfortune of dealing with statistics in that manner).
 
QFT. Brandar is the closest this server has ever -- and probably will ever see -- seen to a staff-like poster that is not actually staff. He understands game mechanics amazingly well and thinks with his head and not his gut. His posts are consistently calm, well thought-out, and rational and are always appreciated.

Amen.
 
I'm going to take a look at this, but don't try to tell me how the mechanics work. You were claiming that there is some kind of 10% cap, which just does not exist.

There definitely seems to be something wrong, but it's not a matter of a cap. That's why I said you were off your rocker - not because your results were invalid, but because of the persistant speculation as to why.
 
Alright, I just found a big bug in the critstrike code. I'll have it patched up asap.
 
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