Best sigil for glass cannon p/p
Use the sigil of Force(5%damage) in mainhand and sigil of fire or air in your offhand, most practical for burst damage.
What;s the difference between fire and air? i know fire is aoe but does air do more damage?
The lightning strike has a 1.1 damage coefficient.
The flame blast has a 1.0 damage coefficient and a radius of 150.
Air is alot cheaper and does a tiny fraction more single target damage, but fire is probably recommended, unless you are saving money.
How does the +5 crit chance sigil compare to sigil of Force(5%damage)?
Pain Train Choo [Choo]
Mind Smack – Mesmer
The 5% crit works but I would prefer the 5% damage since crit above 60% is unnecessary because of diminishing returns.
So it depends on your stats and build.
The 5% crit works but I would prefer the 5% damage since crit above 60% is unnecessary because of diminishing returns.
GW2 stats don’t have diminishing returns. It is 21~ points per % crit chance at 80, whether you’re going from 10→11 % or 60→61%. Don’t fall into the trap of assuming that as you near 100 % crit chance the relative value of another 1 % crit chance falls either.
That said, a 5 % damage boost will be superior to 5 % more crits only if a critical hit isn’t doing at least double damage (<50 % crit damage from stats), and crits also confer better on-crit proc rates as well as some resistance vs. weakness. Which of them is better is going to depend on your stat/trait setup.
The 5% crit works but I would prefer the 5% damage since crit above 60% is unnecessary because of diminishing returns.
GW2 stats don’t have diminishing returns. It is 21~ points per % crit chance at 80, whether you’re going from 10->11 % or 60->61%. Don’t fall into the trap of assuming that as you near 100 % crit chance the relative value of another 1 % crit chance falls either.
That said, a 5 % damage boost will be superior to 5 % more crits only if a critical hit isn’t doing at least double damage (<50 % crit damage from stats), and crits also confer better on-crit proc rates as well as some resistance vs. weakness. Which of them is better is going to depend on your stat/trait setup.
Thanks for proving my point, there is no burst built thief that doesnt have above 50% crit damage.
Regarding your statement that critrate would still be good if you were aiming for proc chances:
At 50% crit, you’d have 87.5% chance to crit at least once in a sample of three shots (1 – (chance no crit * chance no crit * chance no crit) = 1-(0.5*0.5*0.5) = 0.875. We also have a 50% proc chance, so we have (0.5 * 0.875) = 0.4375. Or in other words, just below 44% chance to keep 100% uptime on your bleed.
At 60% crit, you’d have 1-(0.43) = 0.936. Multiply by the proc chance for the bleed and you have 46.8% chance to keep the bleed rolling on your target.
At 70% crit, you’d have 48.65% chance to keep it up the whole time. Etc.
Now after i sounded smart typing that, heres where I got it from Math
The 5% crit works but I would prefer the 5% damage since crit above 60% is unnecessary because of diminishing returns.
GW2 stats don’t have diminishing returns. It is 21~ points per % crit chance at 80, whether you’re going from 10->11 % or 60->61%. Don’t fall into the trap of assuming that as you near 100 % crit chance the relative value of another 1 % crit chance falls either.
That said, a 5 % damage boost will be superior to 5 % more crits only if a critical hit isn’t doing at least double damage (<50 % crit damage from stats), and crits also confer better on-crit proc rates as well as some resistance vs. weakness. Which of them is better is going to depend on your stat/trait setup.
Thanks for proving my point, there is no burst built thief that doesnt have above 50% crit damage.
I think you misunderstand. The fact that most bursty thieves have >50 % crit damage makes crit rate the logical choice.
Lets make up some numbers and assume a thief hits a target 1,000 times for 100 damage with a 0 % chance to crit. Give the thief +5 % damage and he’ll hit 1,000 times for 105 damage. Overall he’ll gain 5,000 damage, or about as much damage as 50 extra hits. That is all immediately obvious just because of how percentages work.
Now assume the thief has base crit damage (crits have a 1.5 multiplier) and a 5 % chance to crit. The thief hits 1,000 times, but 50 of those times (5 %), he does 150 damage. As a result, the thief nets 50×50, or 2500 damage, about as much damage a 25 extra hits. Half the benefit of the raw damage increase, right?
But what if the thief has 50 % crit damage on gear? That damage multiplier is now 2, meaning the 5 % crit chance thief pulls out 5,000 damage, just like the raw damage thief, they’re equal at 50 % crit damage from gear.
Now what if the thief is pushing a ton of crit damage, pulling in +100 % from gear? The multiplier on each of those 50 crits is now 2.5, which means the thief is pulling int 7500 damage over 1,000 hits, a huge increase over the 5,000 damage the raw thief is still getting.
At >50 % crit from gear, 1 % of crit chance beats 1 % of damage.
As for proc chance, you’re right that there are diminishing returns when cooldowns and stacking are involved. Bleed was a poor choice to demonstrate this since it is unlikely you’ll be hitting the 25 cap with just procs, but proc cooldowns are important since you get no benefit from crit as far as procs go if your proc is on cooldown, which allows you to essentially have “too much” for that particular application. It should be noted, though, that not all crit procs have a cooldown, and those that don’t will never have a falloff in the rate of return for crit rate. However, regardless of your proc cooldowns/stacks, the benefit of adding more crit rating to get more procs is less than zero, even if it does diminish, which just gives crit rating another leg up on pure damage.
(edited by Tulisin.6945)