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General Discussion » Official Thread: Build 95, Criticals & Resistance View all threads
 
Crickette
Community Goddess
Posts: 288
Official Thread: Build 95, Criticals & Resistance
#37701 - 10/23/07 11:57 AM

This thread is for feedback regarding the following changes:

Critical Hits
We’ve added the ability for skill damage to get critical hits! Yes, this means monsters too… Each skill has the potential to get a critical hit based on the whims (and careful thought) of our designers. In general, damage over time skills and area-of-effect skills have a lesser chance to “crit” than single target skills. Having negative resistances to a particular damage type will increase the chance that skills of that damage type will get a critical hit.

More Resistance Changes!
When a skill is resisted now, all of the effects that come from the skill are also resisted. The most notable example of this is ice bolt. If you resist an ice bolt, you will not be slowed by it. This applies to all skills.

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"Always keep your words soft and sweet in case you have to eat them"

Crickette
Dungeon Runners Community Manager


Edited by Crickette (10/23/07 11:58 AM)


Haldur
New Kid
Posts: 18
Re: Official Thread: Build 95, Criticals & Resista
#37906 - 10/25/07 02:46 PM

Have any items been added with bonuses for magic crits, like there are for melee/ranged crits?

In any case, how can I tell if I crit (or am critted against?)

It's very difficult to evaluate this critically when you can't tell that it's happening.


Legendrunner
Old Timer
Posts: 484
Re: Official Thread: Build 95, Criticals & Resista [Re: #37906]
#37907 - 10/25/07 02:48 PM

To answer the question within your post. You can see when you crit because the normal damage is white, while criticals are shown orange-ish.

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