So I was thinking. Why are the percentage numbers so high in this game. Example 25% crit hit chance. Or 160% headshot damage or 30% change to burn. Etc. I don't get how Devs can think these high numbers are ok. These are what seriously give a huge gap and swing between weapons and everything in the game. If the where jut normal numbers like in most RPGs like 3-5% with maybe some mods giving +2%. Then it would level the playing field and balance things all around. The problem with balancing PVP and items is that huge gap created by these huge percent numbers. They need to make the boosts of certain things smaller then 10%. What are you thoughts? I personally see in other games smaller numbers. Is it just me?
in some cases namely marksmans rifles I think they should be much much higher.
I tend to find I can drop a lot of elite 3-4 body shots from an m1a and it takes away the need to aim for the head. so I kind think base damage should be lower but the %bonus for headshots should be higher.
so for example instead of hitting for 50k with a 150% bonus to headshot damage and dealing 125,000 damage.
kinda think they should do maybe 25k damage with a 400% bonus so your headshots still do 125,000 but won't be nearly as powerfull on the rest of the target.
would help balance the marksmans rifles a bit I think. it's a little bit ridiculous when I can blind fire an m1a at a rushing shotgunner and drop him in 4 rounds which takes less than a second to fire.
as for the burn chances and stuff they're not as high as you might think in some cases. with talents like intense where the first bullet has a 18% chance to setthe target on fire. and the talent that has a 30% chance to pass that burn off to nearby enemies. the chances of it happening are very very low. in a group of mobs I think you have a 6% chance of setting your target on fire with the first round and the talent setting one of the nearby enemies on fire as well.
in a lot of cases especially with talents the high percentages equate to very low amounts. the last bullet of a magazine deals 50% more damage. if the magazine has 25 rounds. that extra 50% damage from the last bullet equates to 1% increase in overall damage. less if you reload frequently and never actually use the last bullet. and even less if you're magazine size is bigger..
then astute. the first 3 rounds have a 15% higher crit chance or something. if you work it out over time it's not a particularly large increase in damage, slightly harder to do the math on as it skews according to your crit damage stat....
its a big reason why many talents are sooo weak in comparison to others, intense the example I mentioned above. would be pretty neat if every shot had a for example 5-6% chance of setting the target on fire. while it may not be amazing in terms of dps gains, could make it a pretty effective talent choice for crowd control purposes. especially with some lmgs are there 100+ round magazines.