TL;DR: Upper hand appears to increase crit chance and not damage on targets with status effects.
Thread in reference.
Test conditions:
- Random character with 26.9% crit chance plus Vindicator (6%) for a total of 32.9% crit.
- Same exact spec trees, one with 0/3 ranks of Upper Hand, one with 3/3 ranks of Upper Hand.
- Shred. Logging begins after Test Dummy has at least one Shredded stack.
- AoPM for energy.
- Approximate testing time: 5 minutes (434 actions).
Plot of damage, sorted by ascending order. The "jumps" are points where the dataset transitions from a non-crit to a crit. Note that they are not aligned.
Statistics:Theoretical Crit: 32.90%No upper hand:
Crits: 143
Total: 430
Crit: 33.26%
CI: 0.2897 to 0.3784
Upper hand:
Crits: 179
Total: 434
Crit: 41.24%
CI: 0.3671 to 0.4593
Chi-squared value: 13.517
p-value: 0.0002TODO: Confirm that powers that don't proc debuffs work similarily if there is a debuff stack.
Raw data. Additional data available upon request.
Damage-noUH Damage-UH
271 271
272 271
272 271
272 272
272 272
272 272
272 272
272 272
273 272
274 273
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Comments
Cryptic never fails to impress :x
My old Rising Knee test w/ Shredded also had a notable crit% gap (3 vs 11), so I'd imagine this to hold true. I'd prob test a non-Shredded debuff (like stagger or bleed) w/ a non-debuffing melee power, though- since all my old tests w/ the crit gap had Shredded up.
Nice work analyzing this btw.
- Be safe and have fun, champs - for science!
That observation was what inspired me to test this in the first place. Also, to prove you wrong about something ...
All kidding aside, at least it does something. Guess DEX and Brush it off will be next.
For my test, I took my unleashed to the powerhouse and hit a dummy for 5 minutes, and I wanted to count actual crits compared to expected crits.
total hits 442
total crits 247
percentage crit 0.559
character sheet crit 0.39
+ vindi mass destr 0.06
+ warden slaughter 0.09
= total expect crit 0.54
while there is still a 2% difference, its not as notable as the 8% shown by the OP.
my test data (i took out the slicer glove procs)
I ran a few more tests with a low crit setup on PTS, since the difference between 3.8% crit and 3.8%+6% crit should be noticeable. These results also suggest that the upper hand spec no longer adds crit chance.
I spammed thundering kicks on powerhouse dummy with 3.8% character sheet tooltip crit chance, and then again with 3/3 upper hand spec. Thundering kicks has the demolish advantage, and upper hand is supposed to work with this. Without upper hand, I got 16/552 (2.90%) crits. With upper hand, I got 12/559 (2.15%) crits. Both are around the same result, and suggests that upper hand does not give hidden crit chance bonus.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
So with regards to ranged, single target maintains Focused Strikes appears to be working. Given how finicky the power tagging can get, there may be edge cases.
I have not tested Mass Destruction. Yet.
Character crit: 6.4% chance, 50% severity
Tooltip shred : 715-822-1293 dmg
no UH: shred did 679-1956 damage over 208 hits
same build +3/3 UH: shred did 718-2034 dmg over 206 hits
Using flowcyto's suggestion, comparing lows, 679 to 718 dmg, is 5.7% difference. This is pretty close to the listed 6%, so I guess it really is a base damage bonus after all.
That said, yea given that your tooltip dmg numbers for Shred are much higher than its dmg w/ no build_gear, this does rule out UH just being in the passive dmg layer (w/ all the DR). Also, thanks to you and to Gammabreaker for giving some extra tests here.
- Be safe and have fun, champs - for science!
Going w/ a high crit% setup (Int PSS + Dex SS with 2/2 Expertise and R3 Hybrid AoPM, Wardicator) and using R2 100Hands w/ Demolish adv, since it's steady, rapid dmg for melee (ignoring the chi flame dmg). Also threw in TKicks w/ Demolish at the start so all tracked hits of 100Hands would have Demolish. Has 43.2% char sheet crit, 88.7% severity, and (supposedly) 6% extra crit from Mass Destruction (also using R3 CoAP for stable energy).
Fortunately, ACT allows you to also sort your data by category from increasing_decreasing values, which makes getting the highs or lows even easier in practice.
=[Test 1]= 0/3 Upper Hand (1056 hits total, 51% overall crit rate):
Some weirdness w/ the resist values and Demolish aside (which doesn't have a bearing on the base dmg values), the highest base dmg crit hit is ~367, and the lowest base normal hit is ~182.5.
=[Test 2]= 3/3 Upper Hand (1032 hits total, 50% overall crit rate):
Highest base crit hit here is ~378, while the lowest base normal hit is ~192.7.
378/367 = only a ~3% increase on the highest crit, and a ~5.6% increase on the lowest normal hit. Both the lowest normal hit and the highest crit hit are boosted by almost the same amount (~10-11 dmg). This actually supports Upper Hand being in the offense/severity layer and not being a full base dmg boost (a bit weird, but not impossible, since dmg utility mods also fall in that layer, iirc). I guess the early hint was the bonus for the lowest normal hit not being quite 6%, despite having more precise dmg numbers for that, as offense rating could impact that slightly as is (had 7.8% offense bonus here).
--
Conveniently, judging by the overall crit rates I got for 100Hands, I think these tests also give strong support for Mass Destruction working as advertised, which is nice.
- Be safe and have fun, champs - for science!