First off, I like many of the suggested changes to the crit table from the original poster. However, there are some minor issues with it. I will propose an edited version of the suggested crit table and explain some of the minor changes that I have decided to make to it further down:
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I think addressing KO's before nerfing them out of the crit table is in order before the rest.
So the main issue with the KO's is that they just steal too much of your valuable AP in a high-octane fast paced RT battle and they feel undeserved because the shooter just got lucky and laid you out. Essentially, if you get knocked out in the heat of the battle you might as well consider yourself dead and there is nothing that you can do to influence getting out of the prone state once you are in it. Perhaps
reducing the AP cost of getting knocked out is in order? I'm not entirely certain what the current ko ap cost is, but it seems like it's just way too much for the pace of the game. So
I'd suggest reducing the current cost by 25-50% straight up.
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In the suggested new crit table you get rewarded for rolling low 0-20. That means that as long as you crit, you can incur a status effect regardless of how bad your roll is and that is unacceptable. 0-20 is meant to represent your crit power roll being SHIT and that is what you should get for rolling it. Otherwise there is absolutely no real downside, only consistent upside, which is not the way critical hits were meant to work in the first place. How were they meant to work? Like a gamble. You take a gamble and hope to do well. Just take a look at the original crit table's weakest power rolls. You can't take the randomness aspect out of the critical hits because it is not difficult to incur a critical hit with a focused build.
So what does it all mean then and what should be done. Nothing extravagant, essentially the 0-20 power rolls should remain as they originally were. Think of it as you rolling a crit power roll of -120 and the bad effect is that your attack doesn't really do much except for increased damage-> you don't get what you want and what you want is to incur a devastating status effect. Be grateful that crit roll 0 doesn't just blow you up.
bottom line, maintain the shittiness of 0-20 power rolls as a contrast to the awesomeness of 120 rolls.The Suggested crit table by Original Poster for reference
edited version:
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Regarding Toughness, Even Tougher, Stonewall, Quick Recovery and Man of Steel and other perks: they should be addressed after the table is discussed; appropriate changes can be made to the perks afterwards.
[Toughness] could be Normal DR +10% Normal DT+1(yes, 1, not 2. Currently, Toughness seems to work as Even Tougher's retarded brother)
[Even Tougher] Normal DR +5% Normal DT+3
sum total of them both combined being 15%DR and 4DTWhy so? DR is very good against critical hits, DT is great against bursts, so [Even Tougher] focuses on burst protection, [Toughness] on single powerful shots/crit protection.