Ok, so please excuse me if I've missed something or if I'm being stupid. If I've made bad assumptions, please show me where I went wrong. I need someone to check my math on this, because even though Vorpal seems to be popular, raising the base damage of each hit raises total damage output 2x more, i.e. lightning>vorpal.
Bear with the math here, if:
a = base crit severity
b = base damage per hit
c = crit damage/crit
d = damage done per hit
If using lightning enchant:
(.10b)+b = d ----> 1.1b=d
or all hits do 1.1x more damage, then crits do:
(da)+d = c
> 1.1b(a+1) = c
If using Vorpal, then:
b=d and
Crits do:
d(a+.12) +d = c
> d(a+1.12) = c or b(a+1.12) = c
Now, if Vorpal actually does more damage, then crit damage done by vorpal minus crit damage done by lightning should come out to be positive.
So we do: b(a+1.12) - [1.1b(a+1)
and by the power of algebra we get, -ba +.02
this is essentially negative, meaning the crit damage done by lightning is larger. To make it simpler to check you can put your own crit severity in for a.
Math right at the end there is a little off. But rest of it is fine.
Thing is, most players compare higher ranks of enchants where the risk of wasting resources is highest. Using the exact same math, higher ranks of Vorpal clearly outdps Lightning against single targets.
On the other hand, Lightning only becomes even better against multiple targets due to the chaining - so good for aoe dps. Unfortunately (for this enchant), aoe dps (as opposed to aoe control) is not often that needed, whereas single target damage for bosses is always needed.
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tsuprpouMember, Neverwinter Beta UsersPosts: 4Arc User
Math right at the end there is a little off. But rest of it is fine.
Thing is, most players compare higher ranks of enchants where the risk of wasting resources is highest. Using the exact same math, higher ranks of Vorpal clearly outdps Lightning against single targets.
Oh right, yep, my math was wrong at the end, but the end result for lesser enchants was the same. I ran the calculations for perfect and Vorpal > Lightning at that point. The weird thing I noticed, though, is that for vorpal to do more damage than lightning at the perfect level the crit severity has to stay below 150% Is it even possible to get crit severity that high? It seems counter-intuitive, and I don't understand why that would be the case.
Here's what I got, using the same variables as above, but using %s for perfect enchants:
Lightning c=1.2b(a+1)
Vorpal c=b(a+1.5)
Vorpal - Lightning should come out to be positive.
b(a+1.5) - 1.2b(a+1) ----> b(a-1.2a+.3) ----> b(-.2a + .3) This is positive as long as "a", or crit severity, stays under 150%.
On the other hand, Lightning only becomes even better against multiple targets due to the chaining - so good for aoe dps. Unfortunately (for this enchant), aoe dps (as opposed to aoe control) is not often that needed, whereas single target damage for bosses is always needed.
The problem I have with using the perfect versions in build planning is that the sheer time and expense of getting anything over lesser is mindboggling. You need 256 shards and 64 coalescent wards. I'm just looking for best damage NOW then I can switch over later after I've had more time to accumulate riches.
Comments
Thing is, most players compare higher ranks of enchants where the risk of wasting resources is highest. Using the exact same math, higher ranks of Vorpal clearly outdps Lightning against single targets.
On the other hand, Lightning only becomes even better against multiple targets due to the chaining - so good for aoe dps. Unfortunately (for this enchant), aoe dps (as opposed to aoe control) is not often that needed, whereas single target damage for bosses is always needed.
Oh right, yep, my math was wrong at the end, but the end result for lesser enchants was the same. I ran the calculations for perfect and Vorpal > Lightning at that point. The weird thing I noticed, though, is that for vorpal to do more damage than lightning at the perfect level the crit severity has to stay below 150% Is it even possible to get crit severity that high? It seems counter-intuitive, and I don't understand why that would be the case.
Here's what I got, using the same variables as above, but using %s for perfect enchants:
Lightning c=1.2b(a+1)
Vorpal c=b(a+1.5)
Vorpal - Lightning should come out to be positive.
b(a+1.5) - 1.2b(a+1) ----> b(a-1.2a+.3) ----> b(-.2a + .3) This is positive as long as "a", or crit severity, stays under 150%.
The problem I have with using the perfect versions in build planning is that the sheer time and expense of getting anything over lesser is mindboggling. You need 256 shards and 64 coalescent wards. I'm just looking for best damage NOW then I can switch over later after I've had more time to accumulate riches.