Q:
Dear Devs, I hope you’ll read this post since there’s something in that change that doesn’t play out right. In doing the maths on the other topic about this subject I ran into an issue with the 6% as was used to compensate the loss in crit damage.
The changes:
-full celestial with the 6% boost will give 497 stats on all gear (up from 469 now).
-Trait lines will change also, so 30% crit damage will become 300 ferocity=20 crit damage.
Offensive:
To ease the calculations I used full zerk traits http://gw2skills.net/editor/?vgAQJArKEBI9AAAAo0DAAAAA-zEBBYjBMRtIasqaER1qkYAA-w (so max power, precision line) to get the biggest effect possible. Afterall: Only crit damage is effected so you need to crit for it to have any effect at all. No runes are taken since those will have the same effect on all gears anyways.
-797 ferocity/15=53.13 crit damage vs the 91 that same set gives now. However you can’t translate that 1 on 1, since with full celestial you don’t crit all the time right?
-Since precision increases by 28, that has an effect on crit chance also: 42% (rounded down from 42.43) vs 41%
-Power also has an effect for direct damage: 28 increase so 1713 power.
So how will dps change? Let’s use a target with 2800 armor (heavy target golem).
Tooltip damage = (average weapon strength) * Power * (skill-specific coefficient) / (level-based Armor value)
Old situation: 1685*1000*/2800=601.79
41% crit chance with 2.41 crit damage multiplier: so 0.41*2.41*601.79+0.59*601.79=949.69
New situation: 1713*1000/2800=611.79
42% crit chance with 2.03 crit damage: 0.42*611.79*2.03+0.58*611.79=876.45
Result being: 876.45/949.69= a 7.71% loss in dps. a whooping 2.29% less then zerkers lose, but then again 7.71 loss to any gear not having crit damage on it. So what do we gain on them?
Defensive(EHP):
Though not a perfect way it is a common practice to use this formula EHP=HP*Armor/10000
Needless to say it ignores healing and condition damage.
EHP old: 4650.37
EHP new:4772.38
a 2.6% increase in Effective Hit Points.
The tricky part:
Healing power and Condition damage. Given the way both works it’s almost impossible to make a proper calculation here. Various conditions give different % increases and healing power effects vary on the skill you use. Also there are traits that trigger on crit, which (though minor) are effected by the crit chance increase aswell.
Conclusion:
All in all one could argue that given the most zerk-ish version (traits) of a celestial build the change leads to a guaranteed:
-2.6% increase in EHP, compared to all other gear types
-A 7.71% decrease in direct damage compared to all gears that got no crit damage at all
-A 2.29% increase in dps compared to gears with crit damage
+a skill depending increase in condition damage and healing power.
One thing I should note: The less you got invested in the traits that give crit chance/crit damage the lesser the cons will become, while keeping the positive stat increases. I seriously doubt everybody using full celestial is specced with full zerk traits. The above is the least likely and the biggest casualty of this change. The reality will be less worse.
Edit:
I want to add 1 thing to this after some consideration and motivate why the 6% raw stats boost is a flaw in the way the devs thought about this:
-Where we were at before this change: secondary stats give 745 stat points putting celestial at 62.95% ((469/745)100%) on all stats.
-Where we will be after this: (497/745)100%=66.71%
The effective compensation we are getting therefore isn’ t 6%, but only 3.76%. To make it a proper 6% statsboost and keep the position of celestial intact it should be an increase of 46 points (9% on celestial stats) for the full set or 6% of the secondary stat for other gears. I’ll show it in the next post
(edited by HypnoticEyes.2683)