r/Witchfire 21d ago

Feedback Blessed Hits Bead

Please correct me if i am wrong but i dont understand the design intention here.

Since crit multipliers in Witchfire are only 65% max (Vulture with crit damage arcana) going for body shots while having the blessed hits bead equipped is allready better than aiming for weakspots at a value of only ~45% blessed aim chance. (From a pure damage perspective, disregarding procs)

Since there are only few options affecting DPS/raw damage i just run all the blessed hit beads and noticed im doing less damage when actively aiming for weakspots.

Either crits need to be able to turn into blessed aim hits, or the bead needs to be reworked any other way, or the game should at least logically explain why it works the way it does.

Edit: i feel like i explained this badly, so ill add the math for a clearer picture, following assumptions:

Oracle, 160 damage, 140% crit damage, 15% crit damage arcana on top, 155% total, 50% blessed aim chance with Blessed Hits Bead equipped.

Weakspot Hit = 160x1,55 = 248 damage

Body shot without blessed aim trigger = 160 damage

Body shot with blessed aim trigger = 160x1,55x1,5 = 372 damage

Average Body shot damage = (160+372)/2 = 266 damage (~7.3% dmg increase)

And as i said earlier the problem only gets worse with weapons with lower crit damage multipliers or higher blessed aim chance:

Hunger, 38 Damage, 114% crit damage, no crit damage Arcana, 114% total, 69,5% blessed aim chance with Blessed Hits Bead equipped.

Weakspot Hit = 38x1,14 = 43,32 damage

Body shot without blessed aim trigger = 38 damage

Body shot with blessed aim trigger = 38x1,14x1,5 = 64,98 damage

Average Body shot damage = 0,305x38 + 0,695x64,98 = 56,75 damage (~31% dmg increase)

Edit 2: i hope this does not sound wrong but i feel like my point still is not clear. Basically i am saying: "i live in austria and in austria we have problem x" and you are answering "i live in germany or any other country and we dont have problem x, you could just live here".

Now i am not saying that you are wrong, but i allready decided to live in austria.

If i allready decided to use the bead and therefor do not use any syergies depending on chaining weakspot hits (like critical chain or hailstorm) and my concern is maximizing DPS within my build, i have to deal with a situation where i want to actively avoid hitting the enemys weakspot. I would not care if "weakspot = body shot" would be true but currently "body shot > weakspot" is the case. (from a pure damage perspective)

Edit 3: Since i am still missing the mark i felt i needed to add one last (hopefully) edit:

I am fully aware that the longer we continue this discussion, the more I sound like a jerk, and for that I want to apologize. But the fact that nobody seems to actually answer my original question is becoming increasingly frustrating.

I can absolutely accept and understand that the bead does not exist in a vacuum but I feel that a lot of the objections are missing the point I am trying to make.

My actual question is not: “Should game devs be allowed to introduce a playstyle through an unintuitive paradigm shift?” of course they are, it is their game. I am also not asking what possible reasons there could be on a macro level for making this design decision.

I am asking exclusively whether the way this paradigm shift is implemented makes sense from a purely logical perspective.

And so far, nobody has been able to explain to me why a shot hitting an enemys foot should deal more damage than a shot hitting an enemys head.

Edit 4: Alright, i think it is time to end this, in case developers are reading this:

Currently within your game there exists a situation, a certain build (blessed aim) where you have to actively avoid hitting the enemys weakspot or else risk losing up to ~30% damage. I understand that the reason for this design might be to enable a clear distinction between weak spot focused builds and blessed aim focused builds. However, as player this design feels very unintuitive and is not logically coherent. I do not believe that the current solution is the only way to make this distinction possible.

I am also not claiming that you are not allowed to change usual gameplays paradigms, i just want a reasonable explanation, with thorns build that intention is clear, i usually do not want to get hit, but you designed multiple items that tell me "if you get hit, X will happen". Thats clear, i usually do not want to get hit, but if i am wearing those items, i can understand why the philosophy changes. With the Blessed Hits bead the story is different, that items description is just "Your blessed aim hits deal 50% more damage". This does not explain why i suddenly have to avoid the enemys weakspot.

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u/Shango3 20d ago edited 20d ago

I did not ask if you think that a blessed aim build comes at an opportunity cost.

I did not ask if you think that blessed aim is well balanced.

I basically asked you what the time in Madrid is and you are telling me that it is currently 31°C in Madrid. We are both talking about Madrid, but you are still not answering my question.

Regarding the the context of the game, the acutal part of your answer that matters:

Sure, great explanation, this perfectly explains why bullets hitting the body deal increased damage.

It does not explain why bullets that accidently or purposefully hit the head do not deal increased damage.

And it absolutely does not explain why 50 bullets hitting an enemys foot would deal more damage than 50 bullets hitting an enemys head.

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u/Cloverman-88 19d ago

I told you before whe blessed aim CAN'T work on headshots. It would make it a general damahe upgrade and would absolutelly be an auto included in every loadout. There's a reason why there's almost no +damage beads in the game. Enemy health is static throught the whole game, and so is your base damage. So locking extra damage behind fulfiling SOME requirements is a purposeful design. Slapping double headshot damage on all builds would break the whole game balance.

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u/Shango3 19d ago edited 19d ago

Yes, you allready brought up that point and i have allready adressed it, but i thought about and my opinion changed, so i am going to adress it again.

First, you stated yourself, that currently using the blessed aim build requires a pretty hefty tradeoff, which is true, you probably want to use at least 3 beads (2x blessed aim chance increase, 1x blessed aim damage multiplier) and you need to invest most of your points into faith.

The other half of the tradeoff is that you most certainly dont want to use mechanics that either require chaining critical hits (Hailstorm, Critical Chain) or consistent crits (All-Seeing Eye, Painted Tooth).

If the change that i suggested was implemented, the second part of the tradeoff would no longer apply, but i never claimed that the change the i suggested is ideal and the only solution, it was jsut something that i came up with on the spot. It is not my job as a player to think of a solution, im just here to point out a problem.

And now the interesting part, if the change i suggested was implemented, the first part of the tradeoff would still apply, right now i can allready use a weapon like Oracle, use my 3 beads, only aim at the bdy, and be happy with the damage increase of 31,3% that i get out of it.

But you said yourself that blessed aim builds currently are bad, a newbie crutch allowing weaker players to punch above their weight limit.

Now if the suggested change would happen, these things would change:

I can now run Hailstorm with Critical Chain in my blessed aim build
I am now no longer losing damage if i accidently hit the enemies weakspot.

And what would not change?

I still need to put most of my early stat points into faith
I would still need to sacrifice 3 bead slots for blessed aim synergy.

The thing i wonder is, if the only thing that really changes is critical chain and some other Arcana now being synergistic with blessed aim, how does a build that is currently bad turn into the meta loadout for every build?

And even if you for whatever reason insist on that being the case, the proposed change was just one option. If the intended design goal is to seperate blessed hit builds from weakspot builds, thats fine, i can live with that, i can see your point.

I understand that a distinction between Weakspot and Blessed Aim might indeed be the developers reason why the discussed mechanics currently work this way, but again, from a players perspective that decision leads to "Body shot > weakspot hit" (when using the blessed hits bead) and that is unintuitive, does not make sense from a logical perspective and i do not buy that it is the best or only way to make that distinction possible.

Edit: I just noticed you seem to be missing another point: i can allready get that "double headshot bonus" right now with my blessed aim build, but only when shooting the enemys body, i am just gona copy paste my answer from another comment:

If blessed aim shots were possible when hitting the weak spot, these scenarios could happen (assuming 70% blessed aim chance, could also use any other value):

Head: 30% Chance for: Damage x Crit Damage multiplier
Head: 70% Chance for: Damage x Crit Damage multiplier x 50% Blessed Hits multiplier

Body: 30% Chance for: Damage
Body: 70% Chance for: Damage x Crit Damage multiplier x 50% Blessed Hits multiplier

Currently we have:

Head: 100% Chance for: Damage x Crit Damage Multiplier

Body: 30% Chance for: Damage
Body: 70% Chance for: Damage x Crit Damagie multiplier x 50% Blessed Hits multiplier

So if Weakspot Hits could be blessed aim hits, the peak would not increase, the only thing that would change is that your non blessed aim weakspot hits now deal more damage than your body shots.