Quote from Gensokyou;1139507:
First of all, you're taking what I said completely out of context with that quote. Did I say that the average player is 2k? No, I didn't.
Well, you said that it's easy to hit the cap for the average player, then went on to say you had 100% at 2K. :P
Quote from Gensokyou;1139507:
[SPOILER="total levels"]Considering the length of time that the game has been around, and that the availability of 3 week rebirth has been around as long as i've been playing at least (which is around a year), you can argue that for the average player (So not the new players, not the inactive players, not the vet players, the average player) has had at least 17 rebirths in their time playing, assuming they've been playing for about a year without paying or for a few months paying for weekly rebirths. Level 90 is a fair average to assume, considering that on my first ever 3 week rebirth, playing the game, without any help, I managed to get to level 80 from 1. I didn't know about single day rebirth before level 100 back then or anything, and I didn't nolife the crap out of Mabi. 17 by 90 gives you 1.5k, which would be by far a lower bound estimate for the average player. In my experience, the average player would be more around 2-3k, although I can't give you any statistics or maths to back that up. It's just my experiences on my server. Now, irregardless of the total level, it's quite easy to hit the crit cap. Looking at non-smithed artisaned battle swords alone, with a decent roll (60+ luck, which is easy with artisan kits and not too difficult without NX because of the availability), you get nearly 40% crit just from your weapons alone, with no enchants, no stats, no nothing. [/SPOILER]
[spoiler="response"]Most of the people I've met and most of the the friends I play with do not have at least 17 rebirths and do not hit 80 per rebirth.
My point is people on Mabinogi forums who play 'seriously' and have played for a while need to realize that the average player has not had their character that long or with that much time put into it.[/spoiler]
Quote from Gensokyou;1139507:
The point that i'm making is that it's really easy to get crit. I've discussed this in my guild chat a few times now: If you're a lower levelled player and don't have the stats to back up the better upgrades/weapons, then chances are that you don't have the enchants, or can't afford the special upgrades anyway. Enchants are a better use of money then special upgrades at first unless you are really, really lucky. And even then, it's not hard to get or hunt some cheap enchants.
Now, if you are in the situation where:
-You don't have the stats to back up R upgrades as the better option and/or are low levelled
-You're somehow filthy stinking rich
-You also somehow have a fully decked and activated enchant set and still don't have enough crit/damage
"But enchanting sucks."
No seriously, look at the game as it is now, and look at the people who are coming into the game. Then tell those people they have a choice of...
1 - Getting upgrade stones, which drop from events, ancients, dungeons, shadow missions, and other places. 30K a pop for a 50% up/down a stage into your weapon at any major town any time you want. No skills needed, no time limits.
2 - Finding
time-limited enchant scrolls or burning enchants off an item with a failure rate, then looking up info on the wiki or elsewhere about which enchants to do in sequence and then getting THOSE enchants on (including sometimes bridging across item types?), getting their enchant rank up or getting the cooperation of a high-enchant player for some of them, and then either buying a protection potion or just really hoping that the weapon's durability is not irreparably damaged
on each enchant (because yes, you can lose dura even at a rank F fail).
As far as the average player is concerned, upgrade stones are way
easier than enchants because there's way less work going into them, and they don't risk killing the weapon (except from rank 5->6, which is the final stage and can simply
not be done, an option you don't have with enchanting).
Quote from Gensokyou;1139507:
However, it's always my intention to give the best advice possible.
It's my intention to give advice that pertains to the user asking the question. That's why I made the calculator, so people can see what actually applies to them (outside of magic as I'm unsure what the new formula will be that we're getting whenever).
Quote from Gensokyou;1139507:
When someone asks about special upgrades and specifies only a few things (Such as their total level or their maximum damage, or playstyle), then i'm going to give advice that caters to the 99%, not to the 1%.
See, there's that whole "I'm assuming the average player is a high total and has played a lot" thing surfacing again...
Quote from Gensokyou;1139507:
MA is Martial Arts. Kenero's referring to the spinning uppercut skill, which debuffs the opponent for 30 defence and 10% protection at rank 1.
Oh yeah, that's very useful.
Quote from Gensokyou;1139507:
It's also not about having or not having a bone dragon.
And that's not even taking into account skills that ignore protection, like most things that hits more then 1 mob at once :x
But that's not all skills or play styles, which is why the calculator shows the average damage at varying crit rates.
Quote from Kenero;1139540:
I understand where you are going from, and if you do not meet the requirements for red, then blue is superior... however, red is always a long term investment. Whether that person believes it is worth the investment is up to them.
Yeah, Red is better than Blue for longer than Blue is better than Red... but the advantage that Blue has over Red at any point is bigger than the advantage Red has over Blue when the absolute difference is the same (from the breaking point).
Quote from Kenero;1139602:
If I had to choose as a newbie, I would rather not SG my weapon and just stick to the fomor or normal variants until I get strong enough and financially stable to make use of red, or expect a long term investment...
Yeah I'm still on fomor weapons myself, simple due to how effing cheap and available they are while still being better base than the normal kind.
Quote from frozenwilderness;1139644:
crit ain't gonna be throwaway come stat revamp
monsters that reduce 60% of ur dmg r probably going to have like 90 something protection
though the monsters with 50 or under are gonna be easier to crit
unless they change the crit chance vs. protection formula too
This is actually the info that prompted me into looking at the whole crit versus base thing that lead into this! It seems weird that (like you said unless crit-reduction/protection's relationship is changed) there's only going to be certain skills you can reliably critical with anymore past basic.