Originally Posted by
Drew
cuz KR math is completely different from urs and mine ^^
stay with me for a moment here...
when u have a set dmg and/or potential (as determined by ur set/gear/weap etc), ur stats in other words, the program can pretty much pre-set/pre-determine how many skills u need to cast 'on the average' to finish off an entity --- whether an environment (pve) or another player(pvp) --- BASED on the entity's own set of stats (def, flee, resist, etc.).
So it could be that instead of the 'obvious' and 'common' notion of the rate being applied to each skill as cast, they could have programmed it in such a way that the rate u have will apply to that pre-set, pre-determined no. of skills u need to kill the entity. Hence, no. 1 in my theoretical and seemingly rhetorical question above.
Are u still with me? tell me if that's too much to comprehend, kk. lol I know this is a radical view, but how else can u explain the non-conformity of critting to conventional math? Heck, not just critting but upgrading, crafting success, etc etc and the list goes on and on...lol. Like i said, their math is totally alien.
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