03-19-2021, 12:00 AM
As of some recent findings, we learned that Critical Hits already do partially ignore armor, instead of invalidating the stat all together, I might propose that we increase the effectiveness of GUI and bump up base critical damage by a small amount to compensate for the builds who cannot afford GUI, I believe making it so that you're not required to build a certain stat but are rewarded for doing so are the best ways we can pad Basic attackers at the current moment.
If say Critical Damage on Sword/Spears/Fists/Bows/Guns were bumped up to the same as axes (120% critical damage), and Guile's Crit DMG% per 1 is increased to 1.25 per point (netting 1% extra every 4 GUI) you might see a marginable spike in damage for basic attackers without making daggers get out of control (Who would all receive roughly 10% critical damage)
Its very important to consider that you can let critical damage get a bit higher, it has diminishing returns the higher it scales up.
If say Critical Damage on Sword/Spears/Fists/Bows/Guns were bumped up to the same as axes (120% critical damage), and Guile's Crit DMG% per 1 is increased to 1.25 per point (netting 1% extra every 4 GUI) you might see a marginable spike in damage for basic attackers without making daggers get out of control (Who would all receive roughly 10% critical damage)
Its very important to consider that you can let critical damage get a bit higher, it has diminishing returns the higher it scales up.