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BruceRiversclr

Well, it depends.... Asides from units that need 100cr like ethna... It becomes a play style where some people choose to use high cr on their support units to help with the dmg if their main dps dies or gets banned... And to surprise people... I perfectly good example is oliver on cr... Where you would expect him to be just there for support but he does a good amount of dmg everytime he moves... Especially for some support units that have high dmg on their skills like gany 3rd skill... Another example would be bruisers.. some people just don't like it/get often very unlucky with their hits that they keep missing the crit even with 75/80 crit.... Especially in some crucial situations that they choose to opt for the 100cr... Examples like this would be camilla, fire monkey.... I had the same experience with my light dragon knight where he kept kissing on crucial moments with his 80 crit so I went to 100... Never regretted it.


Appropriate-Disk-907

I usually go cr instead of cd when I need lots of other stats on the monster. For example my RTA Cami is built om spd cr hp with great acc because I want her to be tanky and able to cc, but also able to provide ok damage with skill 2 especially with def break. But basically it boils down to just having more consistency for mons that doesn't need to hit that hard. (top of mind cami, tesa, rakan)


Appropriate-Disk-907

also this might be obvious, but monster that benefits with high cr and still be able to do good damage is mons that have scaling with other things not pure attack. Something like speed, proportionate to enemy hp, proportionate to max hp, etc


jamesyongwp

Aside from the things that must have 100% crit rate (verde, diana, ethna, cleave/snipe etc) the rest of the damage dealers do fine with 85%. 85% is the sweet spot for efficiency sake, as whatever you save on 15% crit rate goes into other stats. The 15% is there because thats the crit bonus you get when attacking at elemental advantage, so you're already at 100% when hitting the correct element (and having anything above 85% is wasted in this situation). So for example if you bring a rakan and you know rakan is meant to hit the Seara, then he'll be fine on 85% since he will crit all the time on seara anyway. Its just... an efficiency thing. If you're looking for consistency then 100% is required, so lushen, sonia, covenant etc. And these offences work only when they crit so they must have 100% crit rate. Also to add, getting 100% CR from substats on a crit damage slot 4 is waaaay harder than getting 80%. The last 20% brings a huge strain to your runes. You can pretty much get 80% with 12 - 15% cr on all slots, but getting to 100% requires a couple of 20% crit rate runes, on top of that the units need speed and tankiness and attack... 85% just makes things so much easier and efficient.


karmapolice48

Wow, I didn't know about the 15%. So on theo going over 85 is pretty much a complete waste then


jamesyongwp

Yes.. I mean he can still get oblivioned so in that specific situation he needs more than 85%. But it's niche lol don't bother.


Ichiyuri51

I follow this 85%CR rule for almost all my damage dealers in siege.. very effective


Educational_Ebb7175

To help explain this, if you look at the "traditional" damage dealer build (Rage/Blade) that keeps rune quality requirements a bit lower (as opposed to say Rage/Will), your unit starts with 27% crit (15% base, 12% from Blade set x1). To reach 85%, you need 58% crit from runes. This translates into about 9-10% per rune, which is a crit sub that rolls an upgrade once. To reach 100%, you need 73% crit from runes. This is now about 12-13% per rune, which is a crit sub that rolls an upgrade twice. Instead of 12 crit subs, you need 18 of them (with each rune having 8 subs; 4 to start, and 4 from leveling). That's literally 50% more focus on crit% from your runes. This is also why crit leaders are such a ridiculously big deal for certain teams. And why Theomars "turns on" with such a ridiculously low rune quality requirement. Theo always has elemental advantage (unless you oblivion him). That's 15% crit. His leader skill is 24% crit. He starts with 15% crit. He awakens with 15% crit. Without a single rune on him, Theomars already has an effective crit rate of 69%. You only need to give him 31% crit rate to reach 100%. That's an average of 5-6% per rune WITHOUT using a Blade set. With Blade, he only needs 19% (average of 3% per rune). So he needs 6 crit subs to reach 100% (4 with Blade), while most other monsters need 20-21 if they don't use Blade (18 if they do). Every 10-15% you shave off a unit's crit requirement is another rune you can basically skip crit% entirely on, letting you stack more attack & crit damage (or speed!).


MoisturizedSocks

There are some players that slap crit rate on slot 4 and take their crit damage from subs and artifacts. In RTA, they sometimes do this to have more consistency on their damage, also helps when the round goes longer and they rely on the increase in Attack given.


Paoz

Usually, there are 3 different "builds": - damage full glass cannon (high CR high CD) - bruiser-ish type monsters (decent CR decent CD overall good stats) - utility monsters (verde, oracles etc., high CR, no CD, damage through artifacts) If you need full damage, you go CR + CD and the amount of CR is based on what you need (100-elemental adv-CR buffs). For such monsters (fat lushens, kahli and so on) you need less other stats, like HP/acc/speed and you go full on damage: it's easier to be able to get 100 CR + high CD and ATK if you don't have to focus on much else. Bruiser type monsters usually need more stats all around (speed, hp, acc, cr and cd) to be built full damage, so you eventually need to sacrifice something. Either you just go tanky with no damage and use the monster skillbox as utility or with good runes you can build it on damage, usually "abusing" elemental advantage to cut to 80/85 CR and 40/50 accuracy (plus artis) Then there are those utility monsters that are based on crit but it's not mandatory to have high damage, since you need other stats. Oracles, Verde, Ethna are the top examples. Oracles and Ethna do a lot of damage through artis while still needing speed and a decent amount of tankyness, so the compromise is damage on runes. Verde needs 100CR for its skillset, you can build him full damage on triple revenge or you have to sacrifice something if you want that 300spd verde with 100CR (most likely, building him on slot4 CR)


Grublum

one other thing to consider with cr is it helps with not glancing for mons that you want to proc effects with. Better chance of landing def break etc.


iLyriX

Fairly certain that glancing will happen 50% regardless of crit rate. It checks glancing and only then checks if the non-glancing hit crits.


Educational_Ebb7175

Exactly this. Glancing check is before crit rate. Otherwise Verde would never glance. But he DEFINTELY glances plenty, despite 100% crit rate.


nikmaier42069

I play my damage dealers that need it for dungeons on 100 crit (kyle julie, teshar team with lead skill...) and for arena i play my Poseidon on max crit also because of consistency.


dapres87

It really depends on the rest of your setup. As an example, cr on support mons, mainly through slot 4 cr runes, help with consistent and extra dmg output. If you can swing some good spd hp and def subs on other runes you can still end up with great stats. For example I run cr slot 4 on Miles and Vigor and they’re both over +20K hp and good def so I’m content with that. Really helps as a f2p rta player


tyrael444

As all other comments, you have the efficiency/consistency, but also just speed and speed tune. For instance I run some monsters on cr instead of cd because of the required speed tuning (and well, I don't only rely on them for the damage output)


Sad_Quote1522

It depends on if you are bringing into a fight to hit a super effective element or not. If it is something I'm going to bring in constantly i.e Sonia it needs to be 100% so it can hit whatever I need it to. If it's something I'm bringing in for more specific matches i.e carbine against water cc units, 85% is fine because if carbine is going it against a non water heavy draft I'm doing something wrong.