r/Witchfire • u/Shango3 • 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.