They should either kill it or boost the regular crit chance mods to be comparable. I think there are two perspectives at work here. 3) Thanks For Watching Home Time #11! The bonus at 1.5x is Pair up this mod with Maiming Strike and you can destroy any enemy in the game with a few spins.How is the Crit Chance Calculated? As is weeping wounds. ©2015 Digital Extremes Ltd. All rights reserved. I am all for this new re balance for future content while others are for power tripping farming fun. it was a bad idea to give bloodrush the broken math it had but sadly people got so used to it that many seem to not be able to play anything else in terms of melee. For hysteria though by all means slap it on. Blood Rush provides multiplicative bonus to critical chance, so does Naramon. it was 165% of your base cc on top of every combo up so something with 100 base crit chance (just pretend will you?) And it did work that way. About the lazy tank, I can't argue against that, my build is even lazier with Umbral Mods and Arcane Grace. Ok who let Steve near bloodrush? Things change and you're the kind of guy who's slow on the uptake. yeah,they nerfed too much this patch. Expression error: Unrecognised punctuation character "{". Then there are people who like the game for its ridiculously unbalanced damage system making them feel like a demigod. would jump to 265 crit chance when you hit the first combo up then 430 and so on and so on Price: 40 platinum | Trading Volume: 1,305 | Get the best trading offers and prices for Blood Rush Drifting Contact does, apparently, though it does not count Exalted Blade energy waves as a hit for your combo meter. Im just saying that I think bloodrush has been over nerfed...Im not saying I want it back to 165% because with the new system that is begging to break the game but lowering to 60% as well as capping the combo to only 12x is rather underwhelming.
A spreadsheet that performs the same calculation, and also allows to enter your Crit Chance % from Crit Mods and the CC% per combo, can be Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit BonusCrit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus Crit Chance = [Base Crit Chance × (1 + Mod Crit Chance) + Static Critical Chance Modifiers] × [1 + (Blood Rush Multiplier × Combo Multiplier)]Take your favorite fandoms with you and never miss a beat. 4) The Prime Vault is Open! What are you smoking? Pick Inaros, put some of the Gladiator Mods on him and problem solved. This would make our game a bit more difficult than we are used to as well as requiring us to put more effort in. Need to help my friend that got into the game. People that would like the game to become balanced around the levels they were meant to be played at. Overall it makes Excal play a lot better and that Slash Dash can break 1 million damage so it's well worth using as a gap closer or mobility. Read the posting Guidelines!
This would also make raids more difficult and make it an actual game rather than a damage and farming simulator which Digital Extremes seems to be moving away from for now. Blood Rush does **not**, Body Count does not, But Drifting Contact works in place of Body Count, Rivens do not work at all. The Crit Chance multiplier only works if there’s an active combo going on.
Ok thanks for clarifying on the excal one. There's really only one answer. It's also worth using status on Hysteria for Condition Overload. – The Formula according to Wikia is The mod is uncommon and dropped in Spy Missions of Lua. For most content I much rather use a Blood Rush crit build then a heavy attack build because heavy attacks are slow. Not everybody likes to go with the pocket sand throwing lazy tank but its also the fact I am happy to sacrifice 1-3 slots for cc but to get the maximum yield im sacrificing 7 for all gladiator and blood rush and that takes away build potential It's important to not by that point you're working with mostly ground finishers and execute attacks via Paralysis to get those heavies down but luckily CO works great for that too. That's ridiculous, just like the stupid idea they had with chroma, making it stack additively with base damage, forcing us to have a different build just for the gaw damned frame, all because they had no ballz to call a nerf a nerf.
Its not just 165>60%, its 165% of your total crit chance per combo to 60% of your base crit chance per combo. The formula for calculating the increased critical chance reached by the mod is as follows: I am all for this new re balance for future content while others are for power tripping farming fun. I honestly have no idea where to farm it. What are you smoking? Don't know what you are talking about melee is still insane and superior ever so slightly. How many mods increase melee crit in WF currently?
You're not here for "rebalance future" you're not even properly arguing for it. All hail Catchmoon, the new melee. They killed raids for a reason,and said raids didn't even have some crazy AI interactions or unique enemy types. This mod is also a part of Acolyte Mods and is dropped by Misery and Torment with a drop chance of 3.7% and 22.22% respectively.Unlike Acolyte mods this mod can be farmed at any time in the game, you just need to grind a few Lua Spy missions. Basically, on slide attacks Valkyr will achieve around 735% crit chance after getting an x3 combo multiplier (which is a strong damage buff in itself already) which is six layers of red criticals. Back then dealing 10k damage by using Gram in stealth on infested was cool. Ok thanks for clarifying on the excal one. Not unless you have proper combat system and actual gameplay depth to support desired difficulty.
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