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Nightwraith
| Friday, October 2, 2026
New!
Returning!
Critical strike formula reverted to remove to the defense-ignore cap, but reverting entirely to the formula earlier in the year is not idea as it contained many blind spots that produced inaccurate results. People were mostly used to the old formula since it was in use for so long that nobody thought anything of it. I'll share some simulated scenarios below to clarify the differences between the old and new formulas.
Classic early 2026 formula: damagePostCrit = grossDamage − critAdjustedDefense, no clamp on ignorePercent.
Current new formula: damagePostCrit = damage + defenseIgnored, ignorePercent clamped to 0–100.
Simulated Scenarios: grossDamage = 1000, target Defense = 500, base ignorePercent = 30% (no crit-ignore gear unless noted), attacker level = 40 → critMinIncrease = 56.

Results:
1. Identical. In most cases, you will never notice the change (100% damage, nothing else going on).
2. This is the NPC Defense core bug that was fixed by the new formula. The core is worth 400 damage reduction on a normal hit (500→100), but Classic's crit comes out exactly the same as #1's (650), totally ignoring the core. Current correctly shows a 400-point difference (650→250), matching the core's actual value.
3. / 4. — Classic's crit damage is the same 650 in every scenario, regardless of the skill's own damage%. Classic's crit output never changes unless grossDamage or Defense change. It's blind to everything else in the pipeline. Current scales appropriately: a 130%-damage skill crits harder (950) than a 70%-damage skill (350), proportional to their actual power.
5. Combining the core and a 130% skill, Classic still lands on 650 (same constant as every other scenario) as it ignores both modifiers. Current shows 550, correctly reflecting both.
6. With enough crit-ignore gear stacked to push raw ignorePercent to 120%, Classic's critAdjustedDefense goes negative ((1-1.2)×500 = -100), which flips the subtraction into an addition, and the crit does more than full gross damage (1100, exceeding the 1000 raw hit entirely). Current's clamp caps ignorePercent at 100%, so the worst case is "crit ignores all Defense" (1000). It can never exceed the hit's own gross damage.
Net Result: Classic's crit number is structurally disconnected from key elements that comprise a hit's damage, and only reacts to grossDamage and Defense. The current formula's crit number tracks the actual hit including modifiers. Classic may have "felt" correct due to familiarity, but by ignoring key modifiers it was actually inaccurate.
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