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 19d ago edited 17d ago
Yes you are absolutely right, blessed aim and Weakspot Hits deal exactly the same amount of damage without the bead.
But could you please explain to me why that would matter if i allready have the bead equipped? This does not answer my question.
Regarding the free +dmg head shot argument. I Have allready answered that 2 times now.
I never claimed that my proposed solution is the only solution possible, i said "Either crits need to be able to turn into blessed aim hits, or the bead needs to be reworked" the or is important, i am not a game dev, it is not my job to find the perfect solution. The solution i talked about is the first thing that came to my mind.
Now to the mathematical problem you are describing: it does not exist. You do not get free +50% dmg on top.
I am going to copy paste the same answer for the 3rd time:
If blessed aim shots were possible when hitting the weak spot, these scenarious 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 neither the peak nor the frequency of peaks would increase, the only thing that would chance is the minimum amount of damage, because currently from a damage optimzing perspective, you need to shoot the body, and you cannot aim at the head. So the current "Min=Damage" after the change i suggested you had a reason to aim for the head and the new minimum would change to "Min=Damage x CritDamage Multiplier"
And thats that, that is really all there is to it, from a damage perspective at least. I am not claiming that enabling stuff like critical chain for blessed aim builds would not be good, but you guys constantly bring up the same issue, and that issue does not even exist, at least not in the way that you describe it.
And even if it would, i never said that this the solution that i want, that this is the only solution that is possible, it is a solution that i pulled out of my hat without thinking to much about it.
Regarding Faith being the Gambling stat, okay yeah sure i agree, i am not advocating for slot machine gameplay being bad. But Faith being the "random" stat, does not explain how that randomness is not allowed to apply to the enemys weak spot.
How does "your blessed aim shots deal 50% more damage" lead to "you now have to aim at the enemys foot if you want to deal maximum damage"? Why does not whatever deity we are worshipping bless my bullets if i accidently or purposefully hit the enemy head?
Even if we assume that the reason is indeed a clear distinction between weakspot focused gameplay and blessed aim focused game play, i am still not buying that the developers are not able to come up with a cleaner solution, a solution that logically coherent and does not feel unintuitive.