Hi there aladinf,
thanks again for your answer. I was told that for Guardians (Templar in general?!) the critical chance stuff wouldn’t work because there is a limiting value of min 20% on critical chance. So i expect now, that a critical chance below 20% won’t increase the damage at all and has no effect. Since i can not find any official public published information about this value limitation and can’t see behind the curtain of the calculation, i am currently investigating by playing around with lifting the critical chance to see if that is true or not.
Since there is no critical damage in the first formula, would the seperate critical chance term in it’s complete form look like this?
[1 + Damage Multiplier + Critical Chance * (Critical Damage + Critical Damage Bonus)]
Strangely enough, someone can clearly see critical chance and critical damage values increasing in the defense overview for left and right hand when adding damage mods and critical chance trinkets.
I don’t want a Guardian to be a run-gunner but at least want to feel that i can do damage at all in catacombs and abyss (in particular to end bosses). When i read for example in the Prima Guide of Hellgate London that Guardians are supposed to be front-line-fighters and protectors, in gameplay and here especially in Abyss, Catacombs and Stonehenge levels, i mostly have to stay behind Evokers and other factions to clear most of the area for me first. So i wonder why this has been changed in the game…
Also, from what i heard about the Guardian in comments of players, the Guardian does not really have a good image compared to all the other factions. Mostly negative comments for example “crappy character” and so on. Anyway, i like playing the Guardian because of its protecting and supporting role, even though it seemingly has no realy purpose in the current gameplay anymore. Most of the other factions can clear and do Westminster Catacombs on their own, even though these levels are suppose to be MP.
Thanks and BR