im wondering....since they are crunching numbers trying to figure out how to balance critical strike chance from escorts....would it not make sense to allow heals to have a critical chance as well to try and help balance the equation further?
Possibly a chance to double the ammount healed, or double the ammount of resistance, or both over a short period of time? It just seems obvious to me that whatever is done to one side of an equation should be done to the other as well. That is, in fact, the definition of balance.
Mathematically and mechanically speaking, no, this wouldn't work, at least not alone.
The mechanics reason is obvious: if you have a giant crit and it one-shots you, no amount of healing is going to help, critical or otherwise.
The mathematics reason has to do with sample size: damage (excluding giant ubercrits) occurs in many, many small chunks. This tends to produce a relatively consistent amount of damage in the middle of the range (the same way rolling two dice makes a 7 more likely than a 2 or 12). Healing, however, takes place in single, large doses under the current system. That means a critical heal has a huge effect on the relative strength of healing, making the result a lot more all-or-nothing.
Ultimately, no, these two forces do not cancel each other out in the end. It was a good idea, though.
the base dps is not unmanagable, when they lowered the dps on tribble by removing stacking and lowering dps to 1990 meant that the dps was only slightly higher than base non boosted dps now, and clearly at that lvl it is difficult to over come defence in its current form.
The current dps is only slightly lower than it is now on tribble, in a bop only about 200 points per cannon, this might be higher in escorts and raptors and certainly will have a higher impact on those that rely on a full cannon spec for their dps over those who have a mix or cannon/ torps or beams. However, lowering base dps is not the answer to dealing with the issue of critical hits that one shot people. When a cannon can crit in excess on 20k, torps from 20-35k or an 80k tricobalt people are not going to last long when crits can be boosted through stacking.
It would seem a sensible approach to lower the cap on crits to prevent such hits or at the very least to offer options in the skill tree and consols to lower crit chances before simply blanket lowering of dps to the point there is not any purpose in having cannons over beams.