02-13-2024, 02:07 PM
(02-12-2024, 08:43 PM)Autumn Wrote: I try to always build for having "Enough" damage, and while raising the general damage of these weapons will increase what "Enough" could be, I also think that the nature of how crit damage feels when scaling earlier on than later on helps control what a respectable amount of GUI should be in this case, as you could consider the stat to be a lot like LUC in it's later stages, kind of inefficient.
Opinions aside for a moment but, this statement just confuses me; it seems like you're implying critical damage has some sort of drop off the higher it goes outside of diminishing returns built into the game for each stat. This is completely false and even in the opening of the thread you mention it scales linearly, which is contradictory to the implication I'm getting here.
Concerning your opinion, I understand building for enough damage; but phrasing it as if it'll help stat leniency when it's not an objective requirement to play the build is a bit misleading. LUC is a required tax on almost all critical builds and having two damage stats (STR/GUI) that do nothing to alleviate it often means these builds run short on stat points. While daggers have both damage stats in one, they don't feel the LUC tax as badly.
If you want to alleviate the STR crit tax, you need to address the fact that these builds suffer with critical hit rates outside of axes; buffing LUC would benefit everyone and still keep most of the underlying issue. Hence why I believe these weapons should not only get a critical damage buff, but also increase their critical stats via means of weapon parts or base stat increases; that or giving STR some critical chance + reducing the value of axe support such as the talent and berserker shell.