If I had to guess, the strong hit system is really only put into place for the waves and bosses of pve content, as they don’t usually have much crit rate in their stats. So it’s not necessarily a useless system, just one that is designed more for the content and not the player IMO.
I guess this matters more in the early game when it's harder for you to Crit Cap every champ you have.... it's also a nice little bonus for support characters or characters that you sometimes intentionally don't build as Crit-capped because they have a built in crit % bonus on their A3 or whatever. Either way I doubt Plarium will ever add Strong Critical hits if it'd make some content too easy to progress through.
At least when you can’t build 100% crit%, you get a slight boost on normal hits. I have many crid dmg gauntlets where I didn’t manage to get 100% crit with substats. My Wukong and Armanz for example
This is actually really useful info! I noticed that strong hits don't carry crit damage but I never knew about the crit rate being affected by affinity.
Strong affinity gives you value in that you avoid the negative effects. It's like having a little extra dodge and block. Unfortunately, it's a mechanic the average player can't easily get around. Void shards are hard to come by on F2P. I stopped worrying about affinity a long time ago. There's a bunch of content I beat on negative affinity, but it's still good to know, especially if you need to beat a level once for progression.
I actually seen strong hits on my supports in hydra. Interesting , though not really game changing to the point it actually making it a palpable result.
You know what would be spicy. Is if you could “red” crit. Warframe uses this system. Any additional crit rate over 100% give you a chance to do an impowered critical hit. Would actually actually make that extra 15% affinity crit really impactful
Great vid. Got lost for a moment at 9:22, when you said: "This situation here with Artak and Kreela will be difficult to take down", because the restrictions said: "Force" champs only, and both of them are Magic-based opponents. But other than that utterly irrelevant mishap, it's a solid vid that wish it gets people's attention, so they begin to request sensible stuff out of the devs and game managers. Last but not least, it's quite amazing, or should I say, so appalling by now, to see how things happen to be stacked against the player. Great job Saph.
It's Paylarium, I would bet it is exactly the way they intended. It serves one purpose and that is to get peeps thinking that they need champ x because they are "strong" affinity to champ y... all in all just another ploy in the grand scheme to get players to spend and why not add to the negative to reinforce the pain point a little more.
my 2 cents on this: affinity was designed so early game that was intended to be something cool for newbies: Arbiter explain the triangle to you, and In early game if you don't build up much crit rate (let's say 50% total?) you end up having only 20% of normal hit against spirit affinity (assuming you are magic-starter) because 50% is gonna be yellow, 30% is gonna be purple, right? Still seems good from a newbie point of view. Now my question is: What colour would you make it then, the "famous strong critical"? How would you implement it, if the 30% of strong chance is now overwritten when having 100% Crit chance, from a programming POV? The only colours that comes to my mind are brown and gray, but maybe if we see it as "purple" being a "strong red" we could make a "strong yellow" by also adding blue, so a green/teal variant? That would be a problem with the healing color, so no can do....
I actually don't mind. Yes it's a disadvantage offensivelly but it is a huge advantage defensively. Id rather stay alive longer without the risk of being one shot in waves or bosses too often because of strong crits. That only adds to the inconsistency of dungeon runs or pve content. I dont mind the damage, strong hit is like litterally just the opposite of a weak hit which is also uncontollable by the player. The only thing i would like for plarium to add on strong hits is to have the possibility of adding a higher chance of placing a negative efect on hit or a small chance of landing an increased duration of turns on the debuff.
@ *Friend of HellHades, hi, so you mean, we should use always champs without c,rate artifacts, or what do you mean, in order to get the affinity bonus? So if i use c,rate artifacts, it will not work, and i will be punished every time in each hit through the system, do you mean that?* *and another question, if we play we should look to use an element thats higher and stronger than the element of the pve champs in a mission?* *if i understood right, we shall never use sets and artifacts, which give us +c,rate, but its ok to use artifacts without c,rate bonus, but to push and roll the c rate substats its ok, that doesnt punish us right?* *so you can biuld a set without c,rate bonus, but you can build strong artifacts, in order to have at least 100 or more c,rate, that champ will benefit from the affinity system, right?*
Well, you may not get a DMG boost, but you can’t be hit that often if you are strong afinity. You have forgotten that. Its always beneficial to be strong afinity.
I*'ve always known but the raid official channel has a video covering this. strong affinity was really straight forward but if I recall there was some kind of confusion regarding weak affinity. I just ignore both and go for 100% crit rate
I have only been playing less than 4 months but I assumed everyone knew this. It is obvious as soon as you get your campaign farmer going in stage 12 that crit can never be strong hits. I simply assumed that it would work the same as Glancing Blows work in world of warcraft.
i think i had always suspected this was how the strong hits actually behaved but as nobody had ever said anything in any videos ive watched on raid i just behaved as though it worked. ive only been playing a year so i tend to differ to the judgement of more experienced players at times
i was pretty clear after my CB runs I run bateater with draco, and often I do more damage on magic than on spirit, and I could not understand why people are thinking that fighting on spirit would give you more damage in that case, maybe if you have a champ that are not critting while doing damage like corpulent cadaver, his damage based on shields could strong hit maybe?
Noticed the same with a similar team with jintoro instead of draco. I thought, the retribution-effect was more stronger than strong hits. Retribution-counterattacks proc often more on blue, because CB won't hit you with weak hits, like he often will on spirit affinity.
This is good info to get out there, but you keep saying there's no benefit to strong affinity when you surely mean no OFFENSIVE benefit. Being strong affinity surely still confers defensive benefits (enemies of weak affinity suffer the penalties described).
I already assumed that strong hits only applied to NORMAL hits because Weak hits are based off NORMAL hits. They wouldn't multiply off a crit. But a passive damage boost should apply of 20%
there is another one moment. If you have 100% c.rate, that -15% c.rate penalty doesn't work, your hits are only critical or weak, and never normal (I tested it). But if you have less than 100% c.rate, your hits can be weak, normal or critical, because of that penalty
@@shadoblayde *no, no he means, the more the better! You should make as much as you can, but if you have 100, you should dont worry, 100 will bring you further!*
@djmo2000 He is talking about attacking a weak affinity champion (weak for you). So in theory, 100% crit rate should become 85% crit rate (due to the 15% penalty)... but according to the OP, its not.
I think the actually issue is strong hit is forever punishing. I really don't think strong hit was every really for the player but for the enemy champs.
Imagine Sincity (Sintranos) where you instead of not being able to pick any champions actually get debuffs/penalties same way as towers in Siege... So you can pick your favorite champs, but they would performe worse/get more dmg/etc...
I thought the difference was intentional to boost the power of void champions. If you allow for strong affinity to be more effective, void champions will lose some value.
Waves/bosses can strong hit you & get the extra chance to crit so it's just designed to make it more punishing to use the weak affinity. Really doesn't work well with sintranos but it makes sense to me overall because void champions are meant to be better
Saph has just realized the game is unfair towards players 😂 I figured it out when I was around Silver 2 in arena. It was infuriating to see opponents' tanks landing strong hits against my nukers and killing them in result. I thought it was obvious since game is rating survivability higher than ofensivness
Strong hits have done more damage than crit hits when the crit dmg % was particularly low at building beginner level champions. I wonder though, does a damage dealer benefit from having 115% crit rate? Or is it always a flat -15% starting at a virtual 100, still landing at a max of 85%?
So, i would like to point a very important tidbit....the 15% crit rate "penalty" for negative affinity does NOT impact the player vs pve content. For example, if you take Alure into fk20 with 100% crit rate, she can only crit hit or weak hit. She will never normal hit. The penalty is ONLY applied to the enemies (which is why Artak is so good at IG9 hard). It is truly amazing how much bad or misleading info there is on their own info pages lol
a member in my guild run Ninja on Sand Devil lvl 25, i'm wondering if Ninja need to be at 115% Crit Rate to be more efficient or i'm misunderstanding something with the "Weak Hit" description. Thanks
Affinity is not always a punishment. Tell that to my Artak getting hit with weak hits back to back from ice golem on stage 9 hard. In Sintranos, I agree tho
From where im sitting, weak hits are making enough of a difference. The strong hit mechanic is making a difference for people at the very beginning of the game when they dont have the gear to consistently cap out their crit rate, and then it falls off, making the game more consistent over all. I dont think thats a bad thing.
Never knew about all of the penalties on week affinity, just always thought it was for we kids. However never felt like there was a bonus for being strong affinity as the strong hits never really seem to do much.
This Daten seems like it wants to punish the player in both ways. Like you said you have no benefits of strong affinity because you won’t deal any damage what do ever with strong hits but because in PvE continent like higher stages of Sintranos and DT when base stats are a lot higher you won’t just deal less damage if you are weak affinity. The enemy will deal even more damage with double the amount of Crit rate or a possibility to strong hit which in some cases will deal good damage too.
Sadly, I am not surprised at all. There are many places in the game where they made it in consistent against the player. (Rotos max hp change for example)
How is this not obvious. u can only strong hit on Non Crits. affinity (as it pertains to dmg) only benefits champs with less than 100% crit rate. its not a punishment. i know its worded weird but think of it as 4 different hit types instead of 3. (weak / normal / strong / critical)
One thing I noticed was you never normal hit when you're weak affinity and have 100cr. You either weak hit or crit. I tested about 100 runs with the expectation of around 10-15 normal hits(assuming the -15cr. Is accurate) but got 0. I dont think the crit rate changes from affinity work properly.
Can critical hit be also a weak hit? If not, then there is just 4 states of hits: Weak, Normal, Strong and Critical, that it is. Perhaps players were supposed to not have 100+% minimum Crit rate with each champion, as at beginning, when the gears were weak, the affinity had bigger meaning then.
What's the cause of the variance between the 45k crits and 38k crits in the video? Is not the difference between those two the strong effect happening? Or is something else at play that causes that inconsistency.
Each damage hit is rolled (hence u dont see the same number over and over unless u hit a cap). There is a number applied that is in the range of + or - 10% that happens on each hit, hence you can hit for 38-45k with 38 being on the negative rolls and 45 being on the positive rolls.
For me it was always just a punishment. So many times I go to Sintranos and open with a weak hit. And then I restart, and again I weak hit, restart, and again a weak hit. So many times I am getting 8 out 10 weak hits with often 4-5 in a roll. 35% for a weak hit? In my experience its more towards 60-70%. Even when I go lets say with Harima and her tripple hitter. I have much more 3 weak hits from it than seeing 3 normal hits from her A2. This is probably just a conspiracy theory, but I always get frustrated when I end up restarting 5-8 times before I don't do a weak hit, so this do ends up leaving an impression on me.
This is good information but it isnt really "punishing the player," its punishing the strong character. That character can belong to the player OR the game (ie NPC). Just because strong/weak arent mirrored doesnt mean they are anti-player. Its fine imo.
This is a double bladed sword...and mainly for the lower power folks. Folks inntue comments already remarked imagine the opposition doing the same back. Considering the nature (gacha) of this game it would make some content id guess close to impossible for forlk still building up....just pet sleeping dogs lie in this situation.
I think it is just a lowgrade way to introduce another layer of rng by fluctuating the amount of damage support champs do from one run to the next. Doesn't seem like much but even 1 extra damage can be the difference between a support finishing off an enemy or your nuker getting another turn and blowing a nuke on autobattle
If they don't want to add strong hits on crits I'd settle for losing the 3% chance to get resisted for strong affinity.
Now that's a deal
That would be great
Yes. I'd go further and just remove the 3% in its entirety except on maybe weak affinity.
I think particularly Trunda could use a +30% damage on hydra.
Imagine sintranos when it is not only you weak-hitting them, but they crit + strong-hitting you...
or a boss crit + strong hit
@@Lordinventar or in arena when 90% of your weak affinity hits weak hit but the opponents never do because RNG
@@ts2ep8nl1f There is definitely strange RNG in arena. I'd like to see the code.
Y but saph wont tell us how he does it. I asked him him twice so far coz i literally tried a couple of things but couldn't do it @@johnhayden8666
Yeah thats what I'm thinking, this doesnt need "fixed." Its fine
i had no idea either, thx Saph
If I had to guess, the strong hit system is really only put into place for the waves and bosses of pve content, as they don’t usually have much crit rate in their stats. So it’s not necessarily a useless system, just one that is designed more for the content and not the player IMO.
I guess this matters more in the early game when it's harder for you to Crit Cap every champ you have.... it's also a nice little bonus for support characters or characters that you sometimes intentionally don't build as Crit-capped because they have a built in crit % bonus on their A3 or whatever. Either way I doubt Plarium will ever add Strong Critical hits if it'd make some content too easy to progress through.
At least when you can’t build 100% crit%, you get a slight boost on normal hits. I have many crid dmg gauntlets where I didn’t manage to get 100% crit with substats. My Wukong and Armanz for example
This is actually really useful info! I noticed that strong hits don't carry crit damage but I never knew about the crit rate being affected by affinity.
Strong affinity gives you value in that you avoid the negative effects. It's like having a little extra dodge and block.
Unfortunately, it's a mechanic the average player can't easily get around. Void shards are hard to come by on F2P.
I stopped worrying about affinity a long time ago. There's a bunch of content I beat on negative affinity, but it's still good to know, especially if you need to beat a level once for progression.
Being Strong Affinity against Armanz in the Arena is a huge boon.
Strong hits exist for non-damage dealers. Without crit rate they can still deal damage in the form of strong hits
I actually seen strong hits on my supports in hydra. Interesting , though not really game changing to the point it actually making it a palpable result.
You know what would be spicy. Is if you could “red” crit. Warframe uses this system. Any additional crit rate over 100% give you a chance to do an impowered critical hit. Would actually actually make that extra 15% affinity crit really impactful
Great vid. Got lost for a moment at 9:22, when you said: "This situation here with Artak and Kreela will be difficult to take down", because the restrictions said: "Force" champs only, and both of them are Magic-based opponents. But other than that utterly irrelevant mishap, it's a solid vid that wish it gets people's attention, so they begin to request sensible stuff out of the devs and game managers. Last but not least, it's quite amazing, or should I say, so appalling by now, to see how things happen to be stacked against the player. Great job Saph.
It's Paylarium, I would bet it is exactly the way they intended. It serves one purpose and that is to get peeps thinking that they need champ x because they are "strong" affinity to champ y... all in all just another ploy in the grand scheme to get players to spend and why not add to the negative to reinforce the pain point a little more.
my 2 cents on this: affinity was designed so early game that was intended to be something cool for newbies: Arbiter explain the triangle to you, and In early game if you don't build up much crit rate (let's say 50% total?) you end up having only 20% of normal hit against spirit affinity (assuming you are magic-starter) because 50% is gonna be yellow, 30% is gonna be purple, right? Still seems good from a newbie point of view. Now my question is: What colour would you make it then, the "famous strong critical"? How would you implement it, if the 30% of strong chance is now overwritten when having 100% Crit chance, from a programming POV?
The only colours that comes to my mind are brown and gray, but maybe if we see it as "purple" being a "strong red" we could make a "strong yellow" by also adding blue, so a green/teal variant? That would be a problem with the healing color, so no can do....
Game design :)
I actually don't mind. Yes it's a disadvantage offensivelly but it is a huge advantage defensively. Id rather stay alive longer without the risk of being one shot in waves or bosses too often because of strong crits. That only adds to the inconsistency of dungeon runs or pve content. I dont mind the damage, strong hit is like litterally just the opposite of a weak hit which is also uncontollable by the player. The only thing i would like for plarium to add on strong hits is to have the possibility of adding a higher chance of placing a negative efect on hit or a small chance of landing an increased duration of turns on the debuff.
No idea but does make sense now. Thank you sir.
thanks for explaining the meanings for the colours that pop up during battles, very helpful for us noobs
I've had a suspicion something like this was happening as id never seen a strong critical before. Glad to see its finally been confirmed.
painting the picture that we are being punished somehow is such a weird ass way to look at it
@ *Friend of HellHades, hi, so you mean, we should use always champs without c,rate artifacts, or what do you mean, in order to get the affinity bonus? So if i use c,rate artifacts, it will not work, and i will be punished every time in each hit through the system, do you mean that?*
*and another question, if we play we should look to use an element thats higher and stronger than the element of the pve champs in a mission?*
*if i understood right, we shall never use sets and artifacts, which give us +c,rate, but its ok to use artifacts without c,rate bonus, but to push and roll the c rate substats its ok, that doesnt punish us right?*
*so you can biuld a set without c,rate bonus, but you can build strong artifacts, in order to have at least 100 or more c,rate, that champ will benefit from the affinity system, right?*
Thanks again man. Always wondered about strong hits.
Well, you may not get a DMG boost, but you can’t be hit that often if you are strong afinity. You have forgotten that. Its always beneficial to be strong afinity.
I*'ve always known but the raid official channel has a video covering this. strong affinity was really straight forward but if I recall there was some kind of confusion regarding weak affinity. I just ignore both and go for 100% crit rate
I have only been playing less than 4 months but I assumed everyone knew this. It is obvious as soon as you get your campaign farmer going in stage 12 that crit can never be strong hits. I simply assumed that it would work the same as Glancing Blows work in world of warcraft.
We knew but not the specifics
We did. I this is obvious. Lol, don't know what he's on about lol.
I actually asked this question over a year ago, and could never find an answer to whether you could strong hit crit. This is handy
I always viewed it like hey we know you wont build duchess in damage so heres a small damage bump for strong affinity.
i think i had always suspected this was how the strong hits actually behaved but as nobody had ever said anything in any videos ive watched on raid i just behaved as though it worked. ive only been playing a year so i tend to differ to the judgement of more experienced players at times
i was pretty clear after my CB runs I run bateater with draco, and often I do more damage on magic than on spirit, and I could not understand why people are thinking that fighting on spirit would give you more damage in that case, maybe if you have a champ that are not critting while doing damage like corpulent cadaver, his damage based on shields could strong hit maybe?
Nah it’s unaffected by any multiplier
Noticed the same with a similar team with jintoro instead of draco. I thought, the retribution-effect was more stronger than strong hits. Retribution-counterattacks proc often more on blue, because CB won't hit you with weak hits, like he often will on spirit affinity.
Hey Saph did you figured out how the oppressor mastery works, is it boosting all turn meter gained or just normal gained by speed?
Could also mention brimstone on decapitated Hydra heads and Morrigaine passive targets decapitated Hydra heads.
Know would be a strong word, I just assumed it was the case as there was no strong text.
This is good info to get out there, but you keep saying there's no benefit to strong affinity when you surely mean no OFFENSIVE benefit. Being strong affinity surely still confers defensive benefits (enemies of weak affinity suffer the penalties described).
That mikage build is really something
Did not know this, Thks Saph!
Appears STRONG hits are only of benefit for early game players BEFORE they own gear good enough to gain 100% crit rate.
Are you saying that you build EVERYONE with max crit? Even non damage-dealing supports?
I already assumed that strong hits only applied to NORMAL hits because Weak hits are based off NORMAL hits. They wouldn't multiply off a crit. But a passive damage boost should apply of 20%
there is another one moment. If you have 100% c.rate, that -15% c.rate penalty doesn't work, your hits are only critical or weak, and never normal (I tested it). But if you have less than 100% c.rate, your hits can be weak, normal or critical, because of that penalty
so by that we dont need to build to 115% then?
@@shadoblayde That has never worked.
*yes, makes sense, sounds logically, if you have a champ with 100% c,rate, you always use your 100% in every hit!*
@@shadoblayde *no, no he means, the more the better! You should make as much as you can, but if you have 100, you should dont worry, 100 will bring you further!*
@djmo2000 He is talking about attacking a weak affinity champion (weak for you). So in theory, 100% crit rate should become 85% crit rate (due to the 15% penalty)... but according to the OP, its not.
I think the actually issue is strong hit is forever punishing. I really don't think strong hit was every really for the player but for the enemy champs.
*chilling with my collection of 20 void legendaries*
Imagine Sincity (Sintranos) where you instead of not being able to pick any champions actually get debuffs/penalties same way as towers in Siege... So you can pick your favorite champs, but they would performe worse/get more dmg/etc...
Maybe the strong hit counts on base damage? Crit is only applied to the base damage too. Basically like 30+ crit damage?
I thought the difference was intentional to boost the power of void champions. If you allow for strong affinity to be more effective, void champions will lose some value.
Waves/bosses can strong hit you & get the extra chance to crit so it's just designed to make it more punishing to use the weak affinity. Really doesn't work well with sintranos but it makes sense to me overall because void champions are meant to be better
Saph has just realized the game is unfair towards players 😂
I figured it out when I was around Silver 2 in arena. It was infuriating to see opponents' tanks landing strong hits against my nukers and killing them in result. I thought it was obvious since game is rating survivability higher than ofensivness
Strong hits have done more damage than crit hits when the crit dmg % was particularly low at building beginner level champions.
I wonder though, does a damage dealer benefit from having 115% crit rate? Or is it always a flat -15% starting at a virtual 100, still landing at a max of 85%?
So, i would like to point a very important tidbit....the 15% crit rate "penalty" for negative affinity does NOT impact the player vs pve content.
For example, if you take Alure into fk20 with 100% crit rate, she can only crit hit or weak hit. She will never normal hit. The penalty is ONLY applied to the enemies (which is why Artak is so good at IG9 hard).
It is truly amazing how much bad or misleading info there is on their own info pages lol
a member in my guild run Ninja on Sand Devil lvl 25, i'm wondering if Ninja need to be at 115% Crit Rate to be more efficient or i'm misunderstanding something with the "Weak Hit" description. Thanks
The built-in cap is 100%, people have been trying that forever.
Affinity is not always a punishment. Tell that to my Artak getting hit with weak hits back to back from ice golem on stage 9 hard.
In Sintranos, I agree tho
what about champions with "always inflict critical hit" in their kit like Flinger? Will it always inflict critical hit even on weak affinity?
WOW… that was insightful even if it was depressing
Can you address the myth that if you have 115% crit, you can crit all the time on strong affinity
Wouldn't that essentially give you a 35% chance to weak hit and a 65% chance to crit when your affinity is weak?
From where im sitting, weak hits are making enough of a difference.
The strong hit mechanic is making a difference for people at the very beginning of the game when they dont have the gear to consistently cap out their crit rate, and then it falls off, making the game more consistent over all. I dont think thats a bad thing.
i always thought it was weird i never saw a strong crit!
There are no strong crits. It's either strong or critical, but not both.
You want to make fighting strong affinity champions in Cursed City harder?
Making it give %crit dmg would fix it. Doesn't even have to be huge, like 5%.
good point
One thing you forgot to mention (or I missed?) - if the skill effect comes before the damage, the effect will still be applied even upon weak hit.
I didn't know what the hit clors mean. Now I know Red is normal, yellow is crit and purple is strong non crit.
Also, is it just me or do weak hits seem to land less often when decreased defenses out?
Never knew about all of the penalties on week affinity, just always thought it was for we kids. However never felt like there was a bonus for being strong affinity as the strong hits never really seem to do much.
I also noticed, when I'm getting more damage against same afinity than weak
great content!
This Daten seems like it wants to punish the player in both ways. Like you said you have no benefits of strong affinity because you won’t deal any damage what do ever with strong hits but because in PvE continent like higher stages of Sintranos and DT when base stats are a lot higher you won’t just deal less damage if you are weak affinity. The enemy will deal even more damage with double the amount of Crit rate or a possibility to strong hit which in some cases will deal good damage too.
I never realized weak affinity also meant you just do less damage outright. I thought it was just the weak hit chance
Shame HH didn’t do FTp with return of ninja or monkey . But it’s understood that man is crazy busy right now
Does that mean if I have 115% Crit Rate that I will always Crit when I'm affinity disadvantaged?
I think you should change the channel name to "Saphyrra: HH gaming"
I read this as you want Trunda to hit even harder.
Sadly, I am not surprised at all. There are many places in the game where they made it in consistent against the player. (Rotos max hp change for example)
Oh. I thought this was just basic knowledge tbh.
It is lol
so this would suggest all champs should be built with 115% not 100% crit rate?
No, that doesn't work. The 100% cap is the cap.
How is this not obvious. u can only strong hit on Non Crits. affinity (as it pertains to dmg) only benefits champs with less than 100% crit rate. its not a punishment. i know its worded weird but think of it as 4 different hit types instead of 3. (weak / normal / strong / critical)
Plarium another fine job.
One thing I noticed was you never normal hit when you're weak affinity and have 100cr. You either weak hit or crit. I tested about 100 runs with the expectation of around 10-15 normal hits(assuming the -15cr. Is accurate) but got 0. I dont think the crit rate changes from affinity work properly.
Like most things the Dragon heir affinity system was superior. It gave bonuses but no negative effects.
Can critical hit be also a weak hit?
If not, then there is just 4 states of hits: Weak, Normal, Strong and Critical, that it is.
Perhaps players were supposed to not have 100+% minimum Crit rate with each champion, as at beginning, when the gears were weak, the affinity had bigger meaning then.
Mind blowing facts thanks
"Why do we have such a punishing system?"
So that you go out and try get void champions
What's the cause of the variance between the 45k crits and 38k crits in the video? Is not the difference between those two the strong effect happening? Or is something else at play that causes that inconsistency.
Each damage hit is rolled (hence u dont see the same number over and over unless u hit a cap). There is a number applied that is in the range of + or - 10% that happens on each hit, hence you can hit for 38-45k with 38 being on the negative rolls and 45 being on the positive rolls.
Yes damage is calculated at 0% and like brandon mentions - it then rolls up to +10% or down to -10% on a 1% interval to create game variance
Is not neutral affinity crit weaker than the strong affinity crit ?
For me it was always just a punishment. So many times I go to Sintranos and open with a weak hit. And then I restart, and again I weak hit, restart, and again a weak hit. So many times I am getting 8 out 10 weak hits with often 4-5 in a roll. 35% for a weak hit? In my experience its more towards 60-70%. Even when I go lets say with Harima and her tripple hitter. I have much more 3 weak hits from it than seeing 3 normal hits from her A2. This is probably just a conspiracy theory, but I always get frustrated when I end up restarting 5-8 times before I don't do a weak hit, so this do ends up leaving an impression on me.
its the standart system that also summoners wars used raid did not invent it
for nukers void is the best element (no wonder the most rare element)
This is good information but it isnt really "punishing the player," its punishing the strong character. That character can belong to the player OR the game (ie NPC). Just because strong/weak arent mirrored doesnt mean they are anti-player. Its fine imo.
The main thing you gain from strong affinity is the chance for the enemy to weak hit you. That's always been my opinion.
Exactly! It comes in handy for me quite a bit.
Does anyone else feel like your chance to weak hit is somehow greater than the enemy's chance?
@@patrickchapman516 All the damn time.
This is a double bladed sword...and mainly for the lower power folks. Folks inntue comments already remarked imagine the opposition doing the same back. Considering the nature (gacha) of this game it would make some content id guess close to impossible for forlk still building up....just pet sleeping dogs lie in this situation.
If both offensively and defensively you had such an insane advantage bosses would be a joke and arena would be all voids or super counter champs.
Great video
It's almost like you should make your own game
"it's not a bug, it's a feature"
The only real issue is: how does this work on debuffs? Can you land debuffs on weak hits?
I thought it would be applied to normal, strong, and crits.
Is it not a benefit to have your enemies weak hit against you?
Yes ofc
Yes. It's a huge advantage. Saph doesn't see that for some reason.
Lol, this is why Plarium won't allow you anywhere near the Test Server Saph😂😂😂
Plarium implemented a system that punishes rather than rewards the player?? Shocked to my core. 🙄
Suspension confirmed
The affinity system is more there to benefit the NPCs. They dont get to build crit rate.
I think it is just a lowgrade way to introduce another layer of rng by fluctuating the amount of damage support champs do from one run to the next. Doesn't seem like much but even 1 extra damage can be the difference between a support finishing off an enemy or your nuker getting another turn and blowing a nuke on autobattle
"new" This was already discussed in 2020 and then every now and then, and I had never understood otherwise.
Apparently void cannot weak hit on offense and cannot be weak hit in defense vs force, spirit and magic.
Yep
How did you not notice this?