Crit rate calculation and gear selection
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Deltasin - Dreamweaver
Posts: 11 Arc User
I am closing in on level 80 and my initial plan was to get a gold TT 80 gear set with hook and thorn to have some APS. I've changed my play style the past month so that I am more of a skill spammer using chill of the deep and sparking to kill mobs more than just using auto-attack.
So now I am looking at the 1% crit add of Stone cracker versus the -.1 int gain of Hook and Thorn. And further down the road debating using the +35 Dex tome as opposed to Pan Gu: Creator.
I'm not sure if I am gaining all that much because I haven't seen great damage output comparisons that take crit into account.
I understand that damage equals weapon attack times attack multiplier and have been messing with that equation. My issue is more of how do I compare gear path when critical chance is part of the equation? My working theory is to average 100 hits so that the damage comparison is crit rate as a whole number time times the 200% crit damage added to 100-crit rate as a whole number times the 200% crit damage and then divide that by 100 to give a comparative number
critical damage output=((Crit rate*damage*2)+((100-crit rate)*damage))/100
I didn't take into account wolf emblem or power dash because at my current level it wears off quickly, when I go sage it will change all the formulas and figuring out a good formula will work across classes.
Using the formula above, between Stone Cracker and Hook and Thorn, over 100 hits, I should expect to see 2656 more hit points in damage. Which isn't that much, but then I didn't compare them with skills either. That comparison would also need some critical rate accountability, but using the 100 hit average wouldn't make sense for my main mob combo analysis.
So my questions are; does anyone compare critical damage output, rather than critical rate when making gear selection and if so, is there a better way than what I described?
So now I am looking at the 1% crit add of Stone cracker versus the -.1 int gain of Hook and Thorn. And further down the road debating using the +35 Dex tome as opposed to Pan Gu: Creator.
I'm not sure if I am gaining all that much because I haven't seen great damage output comparisons that take crit into account.
I understand that damage equals weapon attack times attack multiplier and have been messing with that equation. My issue is more of how do I compare gear path when critical chance is part of the equation? My working theory is to average 100 hits so that the damage comparison is crit rate as a whole number time times the 200% crit damage added to 100-crit rate as a whole number times the 200% crit damage and then divide that by 100 to give a comparative number
critical damage output=((Crit rate*damage*2)+((100-crit rate)*damage))/100
I didn't take into account wolf emblem or power dash because at my current level it wears off quickly, when I go sage it will change all the formulas and figuring out a good formula will work across classes.
Using the formula above, between Stone Cracker and Hook and Thorn, over 100 hits, I should expect to see 2656 more hit points in damage. Which isn't that much, but then I didn't compare them with skills either. That comparison would also need some critical rate accountability, but using the 100 hit average wouldn't make sense for my main mob combo analysis.
So my questions are; does anyone compare critical damage output, rather than critical rate when making gear selection and if so, is there a better way than what I described?
Post edited by Deltasin - Dreamweaver on
0
Comments
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the way you deal with crit is:
dps_including_crit = dps_without_crit * (1 + crit_rate)
e.g. if you have 100k dps and 30% crit your final dps is 100k * (1+0.3) = 130k
note that you compare dps, not damage from 100 hitsyou only purge once #yopo0 -
Everything i calculate towards total damage intake ability (effective HP) or damage output:
So for example you have 10k HP unbuffed and you are getting 12HPs per vit. (dunno what it is for a sin, but id guess 12)
100HP = 1%
8 vit = 1%
Now suppose your weapon + rings make 2000 average damage. Your dex multiplies this by 5. If you spark another 5 is added to this multiplier. So you have an average of 10k in your character screen unsparked and 20k sparked. You also have 30% critt and 70 attack levels.
1% crit is worth 100/130 = roughly 0.8 % dmg output
1 att lvl is worth 100/170 = roughly 0.6 % dmg output
100 max dmg = 50 av dmg on 2000 = 2,5% dmg output
150 dex adds one to your weapon modifier. Since this was already 5 or 10 sparked, adding 1 will add 20 or 10% respectively. + the 7,5% crit ofcourse being worth another 6% or so dmg.'
You can do this with your own values to get an answer as precise as you want to calculate it, but it the end you always come to the following conclusions:
-Att levels, def levels and crit are overrated mods on weapons. All 3 of them are rather insignificant. That is for those 1 or 2 extra levels you get from the random mods.
The 40-70 attack levels that you can get on G16/R9/Warsoul weapons are of course very significant.
-Stat points are generally nice if they are usefull for your class.
-max dmg is a very good mod on a weapon. For APS weapons double so because they are being used when sparked mostly.
Read this page to understand all the mechanics in calculating damage.Everything i write is from PvE perspective unless mentioned otherwise.0 -
dps_including_crit = dps_without_crit * (1 + crit_rate)
PotatoheadQR, I was ready when I first read this to talk about how crit rate isn't the same as crit output, but when I used your formula and compared it to an average of hits, using 100 total, for a formula of average hit = ((crit rate as a whole number * crit damage)+(100-crit rate as a whole number* normal damage))/100, I get the same result, probably due to rage damage being 200%, with wolf emblem changing that result.
WannaBM,
I read that page before about how attack works. My issue was how to compare paths between being overly focused on crits and skills on one path, a DPH path, and comparing it to a pure APS path. Although right now, I'm probably just going to use Hook and Thorn anyways because its easier to farm and easier to resell, as opposed to the lvl 80 TT daggers with +crit.0
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