CritDmg vs crit chance
Shows me to keep Crit dmg and Crit chance within 5% of each other for best results. Or am I looking at it wrong?
Shows me to keep Crit dmg and Crit chance within 5% of each other for best results. Or am I looking at it wrong?
probably the best to nalayse is variant 3 and the most important thing it says is that almost always a shorter way to change your color is to go bottom not right
Which is crit damage and which is crit chance? Labels would be good. Nice compilation of data though.
So Crit chance > Crit damage?
basically yes, at least if u get the chance to have 5%more crit chance than damage, at the same cost you should go for it.
Tho it also depend on the atck rate of the weapon you are using and his raw damage.
Thats also what was saying the original w/o the fency colors and w/o the mistake numbers after the copy paste.
Thats also what was saying the original w/o the fency colors and w/o the mistake numbers after the copy paste.
I wrote a simple program that parsed html <tr><td> from the orginal table and then saturated depending on value so there are no copy/paste errors because there was no copy/paste
Thanks for pointing out that page – I came to a simliar conclusion yesterday that Critchance is even more usefull and easier then stacking to much Power at some Point. To bad there isn’t a similiar Table for Critchance <-> Power yet.
Critchance is bascially that good because you have a plain basic increase of 50% Damage even if you have 0% Extra-Critdamage from Equipment or Traits. Aside from that most classes trigger certain effects on Crit (sadly Elementalist isn’t getting much from that one yet) and there are Sigils and also Critfood that is really usefull as well.
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(edited by imaginary.6241)
Looks to me if you would solve the gradient. Basicly the 2D direction that you would have to move towards the least for most gain. The direction that the dmg increase is the fastest. It would be pointing from top left corner to somewhere AROUND about 100% crit chance and 60%+ crit dmg. Don’t quote me on that but the “golden road” could be solved there and drawn.
But remember Fury skews the line, 2 boxes up with 50% uptime, 4 with 100%. Anyway I am abit suprised of it, I was expecting it to be closer to 1:1 line. Unfortunately balancing more to crit instead of crit dmg without loosing out on power is not easy.
Mayby ascended trinkets has some solutions but againg those are the items you want the crit damage from.
Will have to think about it.
We havehad this talk in an other thread before. It is simply poitnless to make this kinds of conclusions guys. First the stats points allocations of power preci and crit are not equal and evenly distributed on the pieces of equipment, then no simple ordination of efficiency can be made since the effeciency breakpoints of each on of these stats are dependent on the two other stats and finally you have to take mights stacks and fury buffs into account. It is just way easier to take the raw damage formula (without including skill coefficients, weapon damages, and target armor) and derivate it for each stat, factor in your current stats and then you know what to increase. You can do this on Excel in 5 seconds
Retired elementalist theorycrafter
I’ve did some digging and found that Thread here:
https://forum-en.gw2archive.eu/forum/game/players/Damage-Power-Precision-and-Golden-Ratios/first#
I believe it ’s a bad practice to leave out the skill coefficients as it limits (or even sometimes improves) the Power usability significantly. That said I believe the above only holds true to a coefficient of 1.0 or higher.
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(edited by imaginary.6241)
No you can completely leave out the coefficient, it is completely irrelevant to calculate raw damage changes.
Retired elementalist theorycrafter
Hm, so you’re basically saying the coefficient affects both power and precision/critdmg equally?
So the Raw Damage formula you’ve been talking about would be like in the Thread above:
Damage = [Power * (1.50 + Critical Damage) * Critical Chance] + [Power * (1 – Critical Chance)]
I just wonder how you would derivate it with your builds stats then? Mind posting your exact formular / example or at least the thread you’ve been talking about?
Edit:
Found your old Thread, but the Spreadsheet provided seems down:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Damage-increase-calculator
So again, mind reuploading it? I for at least, would be really interested in it.
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(edited by imaginary.6241)
Yes, final damage is calculated as:
Dmg = raw damage * weapon damage * skill coefficient / target armor * modifiers
As you can see it is all linear, so calculating raw damage changes is the most simple and relevant way to evaluate stats
I define raw damage as:
Power * ( 1 + crit chance * crit damage )
Note that crit chance is (precision – 822) / 21 / 100
Crit damage has a base of 50%
I would be very glad to share my spreadsheet of course! I have improved it quite a bit now by the way. At the time not many people appeared to be interested. I will reupload it as soon as I am back from my trips, in two days
Retired elementalist theorycrafter
Ok, great. Guess most people that appreciate it, just press +1 instead of posting if they don’t have any specific questions …
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Hey there you can find my spreadsheet in the Annex section of my thread:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Zelyhn-s-Advanced-PvE-Build-Direct-Damage/first#post2333478
Retired elementalist theorycrafter