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Thread: Need clarification on Critical Hit Evasion inserts | Forums

  1. #1
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    Need clarification on Critical Hit Evasion inserts

    I swear that I've made a thread about this before but I can't find it.
    So I'm going to make a new one.

    So you guys have probably already have used the Critical Hit Evasion inserts but no one has really ever talked about them before.
    I want to understand how they work.

    Right now, I have two thoughts about how they work:
    • Say you have a 10% critical evasion.
      • If an enemy hits you with a shot that's suppose to be critical, you have a 10% chance of evading that critical hit.
      • That 10% subtracts directly from the enemy's critical hit chance. If the enemy had a 20% critical hit chance, it is now 10%.


    So I would like somebody who actually knows to step up and explain this to us, please.
    Also I hope that the second theory is correct because the first one is rather useless.
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  2. #2
    GRO Community Leader CDSOTO's Avatar
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    Quote Originally Posted by gameshoes View Post
    I swear that I've made a thread about this before but I can't find it.
    So I'm going to make a new one.

    So you guys have probably already have used the Critical Hit Evasion inserts but no one has really ever talked about them before.
    I want to understand how they work.

    Right now, I have two thoughts about how they work:
    • Say you have a 10% critical evasion.
      • If an enemy hits you with a shot that's suppose to be critical, you have a 10% chance of evading that critical hit.
      • That 10% subtracts directly from the enemy's critical hit chance. If the enemy had a 20% critical hit chance, it is now 10%.

    So I would like somebody who actually knows to step up and explain this to us, please.
    Also I hope that the second theory is correct because the first one is rather useless.
    Gameshoes,

    Your second theory is correct. The critical evasion inserts subtract directly from the enemy's critical hit chance.

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  3. #3
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    what is The critical evasion .. never see that

  4. #4
    Member CerealBus's Avatar
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    It's a stat on some of the armor insert "plates" you can use with your armor.

  5. #5
    Senior Member Compassghost's Avatar
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    If you can get up to 10% crit evasion, then you should be safe from most critting long rifles.


  6. #6
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    But not from my 36% critical rate on my LMG >:]

  7. #7
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    Quote Originally Posted by Compassghost View Post
    If you can get up to 10% crit evasion, then you should be safe from most critting long rifles.
    I think the bronze inserts give 5%. Or my memory really sucks.
    But if that's the case, you can effectively cut off 20% crit chance with 4 inserts.
    But really, I don't see these inserts to be worthwhile anyway.
    Last edited by gameshoes; 06-06-2012 at 06:14 AM.
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  8. #8
    Member LiquidX74's Avatar
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    I've stated it before, but I'll say it again.

    The only inserts worth using are those with +health.

    - crit evasion affects less than 50% of the shots you may be hit by (likely less than 20%).
    - toughness inserts provide good mitigation against smg - but is relatively useless vs any other weapon type, and arguably is useless against smg's as well due to their rate of fire and accuracy. Meaning they are effective against less than 30% of the players in any given game. The higher damage the gun, the less effective they become.
    - regeneration inserts are nice, but provide zero protection in a firefight - so they don't really help you survive, they just reduce your downtime. However the time it takes for regeneration to engage can often be "too long" before more enemies show up.
    - health inserts provide the same effectiveness vs every single weapon, and scale with your gear (damage reduction). Meaning, every hit you take does less damage % wise based on your health.

    IE: if you have 100 health and 10% armor, someone hits you for 60 damage, minus mitigation for a total of 54 damage, leaving you with 46 health.

    crit evasion doesn't come into effect here (46health remaining)
    toughness would provide a maximum of 6 more damage reduction (leaving you with 50 health) - assuming 4 inserts.
    regeneration doesn't come into effect until a few seconds after combat has ended.
    health inserts (+40 health) would leave you with 86 health - assuming 4 inserts.

    Scale up the damage absorption with higher level armor (lets say 20% reduction for easy math) - shot damage is then reduced to 48:
    crit evasion still doesn't come into effect (52 health remaining)
    toughness still reduces the same amount of damage (58 health remaining)
    regeneration still doesn't come into play until a few seconds after battle (52 health remaining)
    health inserts leave you with a nice 92 health.

    Now if we assume that the guy is going to hit you with more shots, it seems that all inserts are capable of taking 2 more hits for the same damage before you will be dead. But what if he only hits you once or twice before you kill him? Health inserts leave you in the best position to "carry on" by a long shot.

    I would suggest that the dev team should look closely at the effectiveness of these insert stats, and likely buff up the non health ones, because currently there is no reason to use them unless they also have +health - imo.

  9. #9
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    Don't forget that Toughness does nothing against Critical Hits.
    But yeah. Straight up health is the best insert so far.
    BeefJerkyHunter
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  10. #10
    Community Manager chemzero's Avatar
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    Quote Originally Posted by gameshoes View Post
    Don't forget that Toughness does nothing against Critical Hits.
    But yeah. Straight up health is the best insert so far.
    I would disagree and say Regen, but that's me
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