Hello again knights! Today I was a little bit bored from my weapons, it always do the same damage.. How could my knight always hit in same part of enemy? Hmm.. It would be cool if some of hits could be more powerful than others and maybe with different animation! *KABOOM*
Basics
Critical hit chance depends on attack speed. The higher your attack speed - the less chance of critical hit is.
Fast weapons have a less chance for critical hit.
Slow weapons have a better chance for critical hit.
Bombs too, that means Nitronome and Fuse bombs have a small chance, and bombs like big angry became big and angry :>
Projectiles
Every projectile has its own chance for critical hit and it depends on projectile's own damage. Easy, if one projectile does 10 damage, it will do 20 on critical hit. (autogun line, alchemers lines ricochets, crystal bombs and etc.)
Statuses don't have a critical chance.
Mechanics
Damage will be taken from final values, which means UV's, trinkets and armor/shield bonuses considered too. (That means Ancient set will increase chance of critical hit, and others with positive bonuses will decrease it)
Percentages and other maths are on developers choice. But I think that doubled damage on critical hit is enough, and 10% of critical hit chance is enough for slowest weapons such as troika line, magnus line, big angry bomb.
Misc
Same works for monsters too, that could make game a little bit more interesting :>
As you can understand I provide only main rules which could guarantee some balance.
What do you guys think about it?
In that case, I only have one question:
Is my Nova Driver considered 'fast' or 'slow'?
Because if it's the latter, I can see this getting really out of hand with internal ricochets and stuff like that. >.>;