Cavalier?
Im surprised that nobody is whining about it not being full berserker yet.
Stacking Ferocity only really works well if you have 100% or nearly 100% crit chance, so its probably better to avoid stacking Ferocity until you can get closer to that mark. Keep in mind that your Ferocity stat only matters if you can crit, otherwise, all of your damage scales from your Power, so its best to keep Power as your primary investment until you can reach substantial crit chance, then begin stacking Ferocity.
I’d go for something with Precision over the Cavalier’s myself. Knight’s maybe? Or Zealot’s gear could work as well, considering now its back in the game and obtainable via the Commander Mastery.
Well, if you’d switch all jewels into Opals and weapons to Assasin’s, you are at 70% crit with Fury included, rest is still all Cavalier/Valk.
If you’d switch chest and all accessories to Assasin’s, you are looking at 98% crit, but no extra vit :< Still healthy armor though.
EDIT: hm, berserker has 93% crit if everything is berserker and same critdmg gosh, we’ll never get rid of it
(edited by Destabilizator.2789)
Maybe I don’t know about some underlying modifier but mathematically speaking, 51% crit chance is just as good as 99%. When you swing a weapon it either is or isn’t a hit so anything above more than half percentage wise is actually the same chance to hit. A higher percentage would only matter if there were more than two outcomes.
focus on Dungeons, Fractals and Raiding.
Maybe I don’t know about some underlying modifier but mathematically speaking, 51% crit chance is just as good as 99%. When you swing a weapon it either is or isn’t a hit so anything above more than half percentage wise is actually the same chance to hit. A higher percentage would only matter if there were more than two outcomes.
what….are you serious? Sure is or sin’t a crit but how often this happens DOES matter.
In 10 hits, you statistically get 5 crits in first case and let’s say 10 for the other.
If we assume 200% crit damager modifier with 100 damage base per hit this leads to:
- 100dmg * 5normal_hits + 100dmg * 5crit_hits * 2crit_mod = 1500
- 100dmg * 10crit_hits * 2crit_mod = 2000
Really the same thing…only 33% more damage è_è
Wat r u, casul?
Maybe I don’t know about some underlying modifier but mathematically speaking, 51% crit chance is just as good as 99%. When you swing a weapon it either is or isn’t a hit so anything above more than half percentage wise is actually the same chance to hit. A higher percentage would only matter if there were more than two outcomes.
what….are you serious? Sure is or sin’t a crit but how often this happens DOES matter.
In 10 hits, you statistically get 5 crits in first case and let’s say 10 for the other.
If we assume 200% crit damager modifier with 100 damage base per hit this leads to:
- 100dmg * 5normal_hits + 100dmg * 5crit_hits * 2crit_mod = 1500
- 100dmg * 10crit_hits * 2crit_mod = 2000
Really the same thing…only 33% more damage è_è
Well the guy is partially correct, because at the moment of hit, it’s basically 50:50 (crit or hit), it’s like you are on the edge between two holes, but the one is larger than the other… but it doesn’t matter, because you are on the immediate edge between the two.
Ofc if you look at longer run, math comes to play as you said
Each swing is a new chance to hit and there’s only two outcomes. The period of time makes no difference. I apologize if I’m missing something here but unless there’s a hidden modifier there would need to be more than two outcomes for anything over 51% to matter. That is of course not including 100% which is clearly the best
focus on Dungeons, Fractals and Raiding.
Each swing is a new chance to hit and there’s only two outcomes. The period of time makes no difference. I apologize if I’m missing something here but unless there’s a hidden modifier there would need to be more than two outcomes for anything over 51% to matter. That is of course not including 100% which is clearly the best
It can seem like it to ppl not sported in statistics. Now imagine, that for hit to crit at 51% you need to pull number from 100 drawers (1-100 hidden in there) and if it’s >51 then it’kitten, otherwise crit.
If you come and pull random drawer, you have much bigger chance of pulling 1-91 than 92-100. In the moment you hold the drawer’s handle, you have already decided what’s inside (but you don’t know yet).
Or better, test it yourself, do 100 hits on dummy and see for yourself
The example you gave uses 100 different possible outcomes whereas our problem only has two. It’s not the same. Also, to reiterate, time span doesn’t matter if the chance to percentage is reapplied each action.
focus on Dungeons, Fractals and Raiding.
This is the gear setup I went with and it’s been working well. Valk/Cava/Zerker. Just tanky enough not to get immediately squished in pve but with huge crits and good crit rate. Didn’t use quite as many valk or cava as you (more zerker and 1 power/toughness/precision accessory) but it’s similar.
(edited by Sonork.2916)
I’ve been using a mix of cavalier and assassin and I’ve been loving it. You just need to keep your fury going at all times. I use Jalis over Glint, but that is just personal preference. Here’s my build http://gw2skills.net/editor/?vlAQNAW8unvNWNS6JrJRZlBlsryfSYV5QJYscrkFPFitLhpMtCQCs7XAPIA-TBzDABbq6g2HBAV0NAlShFeAAApEDATcHoEkS1YmSZRCXEAd2fIAACghGhO0u5NvZAA-e
The example you gave uses 100 different possible outcomes whereas our problem only has two. It’s not the same. Also, to reiterate, time span doesn’t matter if the chance to percentage is reapplied each action.
In a jar are 100 M&Ms. There are two kinds: your tasty regular M&M and cyanide pills with an M on them. You are forced to eat one (two outcomes: you live or die). Do you want to be 51 regular M&Ms in there or 99?
Math time:
Critting or not critting depends on the chance of critting, not on a “50:50” because there are two options.
You can still crit even with 0.01% chance.
You effective power for one hit is
Power * ((100%-crit_chance) + crit_chance*crit_damage)
So with, say, 2500 power, 90% crit chance and 200% crit damage
2500*((100% – 90%) + 90%*200%) =
2500 ( 0.1 + 1.8 ) = 2500 * 1.9 = 4750 is your effective power
With 50%:
2500*((100% – 50%) + 50%*200%) =
2500 ( 0.5 + 1 ) = 2500 * 1.5 = 3750 is your effective power.
Of course you can crit once or not, but statistics show the role of crit chance is not “crit or won’t crit” but how frequently you will crit.
Guardian main since launch