Behavior about critical mechanic
rtxyd opened this issue ยท 12 comments
MC version:1.19.2
placebo: 7.1.5
apotheosis: 6.1.2
I test the critical damage with dummmmy, jei, and apotheosis. It seems critical mechanic is not as what I recognized.
Conclusion,
0, Base critical damage is 0.
1, There is a not low base critical chance for weapon with only critical damage, and if the critical chance enough, base damage will always be multiplied.
2, Critical chance above like 30% seems a trigger to another critical mechanic, deal (1+ "critical damage +%") * 150% damage.
Because of the key words of weapons and gems are basically the same descriptions for same affixes, I just wonder if the mechanic is working as intended.
Critical hits interact as you would expect unless you are jumping (invoking a vanilla crit)
i.e. you have X% chance to deal +Y% damage, unless you are doing a jump crit, in which case you deal the formula you described above (X% chance to deal 150% * Y% damage)
@Shadows-of-Fire I didn't jump, but I get 70% critical chance and +0% critical damage, it behaved the same with jump hit. Deal 150% damage. You can try with sword like this,
here is the result
Yes, you have a base critical damage of 150% (representing the jump crit damage)
@Shadows-of-Fire And the formula I described above is the behavior from my test, not as you told me.
There are two condition,
1, If I have low critical chance or 0 chance, I may deal X * (1+Y% critical damage) damage.
2, If I have high critical chance, like 70%, I may deal normal X * (1+Y% critical damage) or critical X * (1+Y% critical damage) * 150% damage.
Is your base critical chance value set to 1.5? You can check it with /attribute
Old versions of the mod would incorrectly set the base value.
@Shadows-of-Fire That's it, it's 1.0, I don't know this until now. Thanks. But if there's a wiki, I may solve it myself and not bother you.
Yes, old versions had them swapped. You can fix them with the command by changing the base values.