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Jul 9, 2023 at 15:49 comment added Filip Milovanović Well, think of what it represents in-world (rather than thinking of it only as of an abstract mechanic). Make critical something they can't choose in a skill tree on its own, but a perk that comes with increasing some other stat, and/or from an item (not necessarily a weapon, think more a lucky charm or something). Make the chance suitably low, and the critical hit suitably overpowered. It's meant to model a lucky but devastating blow. A higher chance in a player with higher stats represents a skilled warrior more effectively taking advantage of such situations.
Jul 9, 2023 at 10:56 answer added Battle timeline score: 0
S Jul 9, 2023 at 9:14 history suggested CommunityBot CC BY-SA 4.0
Fixed typos, grammar
Jul 9, 2023 at 2:53 review Suggested edits
S Jul 9, 2023 at 9:14
Jul 8, 2023 at 0:03 answer added bta timeline score: 3
Jul 7, 2023 at 20:58 comment added Almo @Philipp Agreed.
Jul 7, 2023 at 20:13 answer added Kroltan timeline score: 2
Jul 7, 2023 at 20:03 answer added user11111 timeline score: 2
Jul 7, 2023 at 18:00 answer added AmitabhaTechpriest timeline score: 3
Jul 7, 2023 at 12:35 comment added Philipp @Almo Sounds like the old topic of input randomness vs. output randomness.
Jul 7, 2023 at 12:21 answer added Philipp timeline score: 3
Jul 7, 2023 at 11:41 answer added infinitezero timeline score: 6
Jul 7, 2023 at 1:00 history became hot network question
Jul 6, 2023 at 18:59 answer added DMGregory timeline score: 33
Jul 6, 2023 at 18:35 answer added Tim C timeline score: 10
Jul 6, 2023 at 17:26 comment added Almo This is all personal opinion. For me, crits are bad. They only lead to "if I had only gotten a crit there" or in PvP "if you hadn't gotten a crit there".
Jul 6, 2023 at 17:06 history edited Cei CC BY-SA 4.0
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Jul 6, 2023 at 17:00 history asked Cei CC BY-SA 4.0