Armor and Crit Boosts

Let’s be honest here. Ludia’s most likely gonna add one or both of these :point_up:And we’re gonna dread it. So, I’m gonna make a thread on it.

Question No. 1: Do you want Ludia to add Crit and Armor boosts?
  • Both
  • None
  • Only Armor Boosts
  • Only Crit Boosts

0 voters

Question No. 2: If in the scenario when Ludia adds Armor Boosts, how much should a boost buff Armor?
  • +1%
  • +2%
  • +3%
  • +5%

0 voters

Question No. 3: If in the scenario when Ludia decides to add Crit Chance Boosts, how much should one boost increase Critical Chance?
  • +1%
  • +2%
  • +3%
  • +5%

0 voters

How much boosts would common creatures be allowed for Armor Boosts?
  • Common: 5
  • Common: 10
  • Common: 15
  • Common: Max Boosts (20)

0 voters

How much boosts should Rare creatures be allowed in Armor Boosts?
  • Rare: 5
  • Rare: 10
  • Rare: 15
  • Rare: Max Boosts (20)

0 voters

How many boosts should Epic creatures be allowed in Armor Boosts?
  • Epic: 5
  • Epic: 10
  • Epic: 15
  • Epic: Max Boosts (20)

0 voters

How many boosts should Legendary creatures be allowed in Armor Boosts?
  • Legendary: 5
  • Legendary: 10
  • Legendary: 15
  • Legendary: Max Boosts (20)

0 voters

How many boosts should Unique creatures be allowed in Armor Boosts?
  • Unique: 5
  • Unique: 10
  • Unique: 15
  • Unique: Max Boosts (20)

0 voters

How many boosts should Apex creatures be allowed in Armor Boosts?
  • Apex: 5
  • Apex: 10
  • Apex: 15
  • Apex: Max Boosts (20)

0 voters

How many boosts should creatures with 5% Crit be allowed in Crit Boosts?
  • Critical Chance 5%: 5
  • Critical Chance 5%: 10
  • Critical Chance: 5%: 15
  • Critical Chance 5%: 20
  • Critical Chance 5%: 25
  • Critical Change 5%: Max Boosts (30)

0 voters

How many boosts should creatures with 10% Crit Chance be allowed in Crit Boosts?
  • Critical Chance 10%: 5
  • Critical Chance 10%: 10
  • Critical Chance 10%: 15
  • Critical Chance 10%: 20
  • Critical Chance 10%: 25
  • Critical Chance 10%: Max Boosts (30)

0 voters

How many boosts should creatures with 15% Critical Change be allowed in Crit Boosts?
  • Critical Chance 15%: 5
  • Critical Chance 15%: 10
  • Critical Chance 15%: 15
  • Critical Chance 15%: 20
  • Critical Chance 15%: 25
  • Critical Chance 15%: Max Boosts (30)

0 voters

How many boosts should creatures with 20% Crit Chance be allowed in Crit Boosts?
  • Critical Chance 20%: 5
  • Critical Chance 20%: 10
  • Critical Chance 20%: 15
  • Critical Chance 20%: 20
  • Critical Chance 20%: 25
  • Critical Chance 20%: Max Boosts (30)

0 voters

How many boosts should creatures with 25% Critical Chance be allowed in Crit boosts?
  • Critical Chance 25%: 5
  • Critical Chance 25%: 10
  • Critical Chance 25%: 15
  • Critical Chance 25%: 20
  • Critical Chance 25%: 25
  • Critical Chance 25%: Max Boosts (30)

0 voters

How many boosts should creatures with 30% Crit Chance be allowed in Crit boosts?
  • Critical Chance 30%: 5
  • Critical Chance 30%: 10
  • Critical Chance 30%: 15
  • Critical Chance 30%: 20
  • Critical Chance 30%: 25
  • Critical Chance 30%: Max Boosts (30)

0 voters

How many boosts should creatures with 49% Crit Chance be allowed in Crit boosts?
  • Critical Chance 40%: 5
  • Critical Chance 40%: 10
  • Critical Chance 40%: 15
  • Critical Chance 40%: 20
  • Critical Chance 40%: 25
  • Critical Chance 40%: Max Boosts (30)

0 voters

How many boosts should creatures with 45% Crit Chance be allowed in Crit boosts?
  • Critical Chance 45%: 5
  • Critical Chance 45%: 10
  • Critical Chance 45%: 15
  • Critical Chance 45%: 20
  • Critical Chance 45% 25
  • Critical Chance 45%: Max Boosts (30)

0 voters

Where should these boosts be collectable?
  • Market: Yes, Incubators: No
  • Incubators: Yes, Market: No
  • Both!
  • Other

0 voters

I can already imagine the armor boosts on ankylos lux :skull:

6 Likes

Or Armored Dodgers :grimacing:

1 Like

Im more of a pve type of guy so it would be cool in my opinion. PvP will be a pain and the game is RNG based rather than skill considering Dinos are picked at random.

I’d rather not have 100% crit Thors running around thank you very much

9 Likes

Haha well me neither but…

This update will cause fierce creatures to be the ones to deal enough damage to anything

There should be another poll. Infact it should be second.
Will you play the game if they introduce Armour and Crit boost?

1 Like

Why we don’t have armor and crit boosts? Because armor and crit are limited stat wise, unlike HP, DMG and SPD.

2 Likes

I did a test with Skoonasaurus and Parasauthops to see if armor boosts would actually be worth using or not. Both of these creatures often use 10/20/0 as their boost spread, so I replaced the health boosts with armor boosts that added 1% armor per boost, leaving Skoonasaurus with 40% armor and Parasauthops with 10% armor. Here is the data I got. I also included data on if armor boosts gave 2% armor rather than one, leading to a 20% armor increase with both test creatures.

100/(100-Armor) x Health is the formula used for “Total Bulk”, representing the total amount of damage needed to defeat an armored creature without any armor piercing attacks.

Skoona (lvl 30):
10 health boosts
Health: 8888
Armor: 30%
Total Bulk: 12697

10 armor boosts
Health: 7110
Armor: 40%
Total Bulk: 11850
Total Bulk w/ 2% Boosts: 14220

Parathops (lvl 30)
10 health boosts
Health: 7065
Armor: 0%
Total Bulk: 7065

10 armor boosts
Health: 5652
Armor: 10%
Total Bulk: 6279
Total Bulk w/ 2% boosts: 7065

CONCLUSION

If armor boosts were to be added but they only gave 1% armor per boost, they would be useless. Health boosts would always give a creature more bulk than the armor boost, and armor can be bypassed, making them even worse compared to health boosts. However, if armor boosts were to give 2% armor per boost, they would provide more bulk than health boosts only if the creature already has an armor stat. This means armored creatures could utilize armor boosts and gain extra total bulk at the cost of being worse against foes that bypass armor.

Not that I want these boosts in the game, of course. I just wanted to do a fun little experiment regarding the idea.

2 Likes

Speed is also limited stat wise.

1 Like

I’m honestly surprised there’s anyone on these forums that would seriously consider giving any creature boosts that increase the CRIT chance or armor higher than 1% per boost for a max of 5 boosts.

It’s a bad idea as it is, but higher odds than that are even worse ones.

There’s a reason why Thor was such a problem when boosts were first added, back when speed could also be increased and that was determined not by a set number but by a certain percentage. And I’d love to not go back to that time thank you very much.

3 Likes

Will you play if these get implemented?

  • Yes
  • No

0 voters

Why would people select 5% boost? Can’t they see the 100% armor Rexy’s and ref’s?

I also think armor boosts should be only applicable to certain classes. Majority to resilient, and minimal to cunning’s and in-between stuff.

forgive me for the inconvenience but if these were added would you have to split them between the 30 cap of boosts or would it be separate?

Probably separate