critical hit damage not calculated correctly
critical hit damage not calculated correctly
Critical hit damage is not calculated correctly.
On the enemies that I'm fighting, the crits are always around the same damage as my normal hits.
In 2004, the pdif cap for normal hits was 2.4, and for critical hits 3.0
That means when you have a lot more attack than your enemy's defense, crits should be 25% more damage than normal attacks.
That's the smallest the difference should ever get (unless you go to the low end when damage is around 0, which it's not). The difference should be bigger when your attack is closer to the enemy's defense.
On the enemies that I'm fighting, the crits are always around the same damage as my normal hits.
In 2004, the pdif cap for normal hits was 2.4, and for critical hits 3.0
That means when you have a lot more attack than your enemy's defense, crits should be 25% more damage than normal attacks.
That's the smallest the difference should ever get (unless you go to the low end when damage is around 0, which it's not). The difference should be bigger when your attack is closer to the enemy's defense.
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Re: critical hit damage not calculated correctly
Can you provide a link supporting your crit calculation theory?
Re: critical hit damage not calculated correctly
I've found that fighting monsters much weaker than I am the damage increase is negligible. But fighting things much stronger the crits are extremely noticable. For example killing Tragopans in Bibiki Bay with a Gkt at 58. Regular swings might go for 5080 with no berserk, but crits would always be 130+
Re: critical hit damage not calculated correctly
http://ffxiclopedia.wikia.com/wiki/Leve ... ldid=85973
When critical hit occurs, your pDIF will be raised by 1 and the max pDIF cap is 3.0 instead of 2.4
Examples :
When your pDIF is 0.4 and you score a critical hit, your pDIF is raised to 1.4
When your pDIF is 2.3 and you score a critical hit, your pDIF is raised to 3.0
When your pDIF is 0.4 and you score a critical hit, your pDIF is raised to 0.6, but your normal attack will have pDIF=0
Re: critical hit damage not calculated correctly
Im very slow and only just noticed this, so assumed it was broken In the recent patch, but this post is 2 weeks old lol. I'm lvl 55 thf so been doing loads of farming for my crafts, but it's now very distracting Killing easy prey and too weak enemies dual wield it's fast and fights go like
hit hit crit hit hit hit hit crit crit hit hit hit hit crit
blah blah etc. Yet the damage is always the same or even less on a crit hit!
hit hit crit hit hit hit hit crit crit hit hit hit hit crit
blah blah etc. Yet the damage is always the same or even less on a crit hit!
Re: critical hit damage not calculated correctly
As per your screenshot, you were fighting an Easy Prey. Most likely, your cRatio was capped whether you struck a normal hit, or scored a critical, meaning increased Pdif would not benefit you under these circumstances.
Last edited by Elysien on Thu Aug 31, 2017 6:46 pm, edited 1 time in total.
Re: critical hit damage not calculated correctly
Here's an extreme example using that information from the page I linked.
(You can vary the numbers by a lot and get the same results because of the caps. So it doesn't really matter what the madeup numbers are.)
me:
attack 400
level 65
enemy:
def 20
level 5
ratio = 400/20 = 20
"when fighting EM monster or lower, level correction value is 0"
melee cRatio = 20  .05 * 0 = 20
cRatio capped at 2, so cRatio = 2
max pDIF = 1 + 6/5 x (2  10/12) = 2.4
min pDIF = 1 + 6/5 x (2  18/12) = 1.6
The value is chosen randomly from that range.
When a crit happens, whatever number you get from that will be increased by 1, and capped at 3.
The LOWEST value possible for a crit is 2.6 (1.6 + 1).
The HIGHEST value possible for a normal hit is 2.4.
That means the LOWEST crit will be bigger than the HIGHEST normal hit.
Under no circumstances can a crit be lower than a normal hit.
(You can vary the numbers by a lot and get the same results because of the caps. So it doesn't really matter what the madeup numbers are.)
me:
attack 400
level 65
enemy:
def 20
level 5
ratio = 400/20 = 20
"when fighting EM monster or lower, level correction value is 0"
melee cRatio = 20  .05 * 0 = 20
cRatio capped at 2, so cRatio = 2
max pDIF = 1 + 6/5 x (2  10/12) = 2.4
min pDIF = 1 + 6/5 x (2  18/12) = 1.6
The value is chosen randomly from that range.
When a crit happens, whatever number you get from that will be increased by 1, and capped at 3.
The LOWEST value possible for a crit is 2.6 (1.6 + 1).
The HIGHEST value possible for a normal hit is 2.4.
That means the LOWEST crit will be bigger than the HIGHEST normal hit.
Under no circumstances can a crit be lower than a normal hit.
Re: critical hit damage not calculated correctly
This looks fixed after this morning's server restart.
I took about 100 hits against too weak enemies.
From my calculations, it looks like critical hit pDIF is capped at 3, as it should be.
And the lowest crit was a little bit higher than the highest normal hit, as it should be.
Thank you.
I took about 100 hits against too weak enemies.
From my calculations, it looks like critical hit pDIF is capped at 3, as it should be.
And the lowest crit was a little bit higher than the highest normal hit, as it should be.
Thank you.