I would like to bring up a topic that’s not talked about much and that is the situation with Critical Hit Damage in general and specifically anoints.
As we all know, Hitting enemies in critical spots is a good idea for more damage.
However, GBX thinks that 20% (After Iron Bear) and 25% (General ASE) and 50% (FL4K) and even 70% (! Barrier…) is gonna be good enough for gameplay. Taking into account that Critical Hit Damage is multiplicative with Base(Card)/Gun Damage bonuses, it is not multiplicative with itself, and in the end adding up even maximum critical hit damage on all possible sources as you can won’t be better than even having 100% weapon damage on action skill end (Which at this point is a Meh of an anoint).
In a general sense, you need some skill to hit critical spots and that should be rewarding. Instead, we have anoints that because of their uselessness shouldn’t exist because they just add up to the mess. If you speed run the game you’ll be level 34-36 by the end of the main campaign at which point you will start between M1-M4, and if you see an anoint with Critical Hit Damage you will either ignore it in favor of that 2 Mag 100% Element damage or 100% Weapon Damage or SNTNL Cryo or whatever, just not that Crit Damage.
Also, apparently the 70% on Barrier anoint has a cooldown of 20 seconds until you can use it again… Why?
And also end game, take both Unforgiven and Monocle with 300/90 anoint, they still won’t one shot (Hey, Jakobs, what’s up with your slogan? Clickbait much?) you need overkill damage for it to start working.
Ok, rambling aside, I’d like to make a suggestion for a change, it should be fairly simple, but what if GBX changes it to be a multiplicative DAMAGE increase, similar to the 300/90 anoint, but instead of it being valid for a short time like that 300/90 it only applies on top of critical damage. And sure, FL4K got Megavore, but read the description, it’s just 20% chance, if you’re not going to be hitting crits more often you’ll be losing on damage.
And going back to the Barrier anoint, why have 20 second cooldown on something that is not even as useful as SNTNL Cryo that you can keep for much longer even without a Seein Dead and gives you more benefit in terms of damage?
What do you think about my suggestion?
Just a quick math: Weapon does 100 damage, lets say you double that damage on crits (Just crits with no additional bonuses) you get 200 damage from the crits. If you add a bonus of 20% to the crit damage you will get 220 damage on crits. If you get 100% weapon damage ASE, you get 200 damage base and on crit you get 400 damage. 400 > 220