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Damage: Power, Precision, and Golden Ratios

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Posted by: Citizen Shane.7698

Citizen Shane.7698

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Damage: Power, Precision, and Golden Ratios

in Players Helping Players

Posted by: Citizen Shane.7698

Citizen Shane.7698

Implications

The first thing we can draw from this is that when at critical strike damage of 35% or less, it is NEVER beneficial to choose precision over power. Again, this does not mean it is not beneficial to add both precision and power; it simply means that, if you are choosing one or the other, you ALWAYS choose power if you want to maximize damage. We can also see, as expected, that precision becomes more important at higher levels of critical strike damage. This is signified by the inverse relationship between critical strike damage and golden ratio.

This data shows that it is NEVER optimal to have higher precision than power (i.e. a ratio less than 1) when trying to maximize direct damage output. Even in cases of extremely high critical strike damage (such as 105%), power is more important than precision (and thus critical strike chance). If your run a build in which precision exceeds power, perhaps it depends upon additional bonuses garnered from critical hits. If so, you must consider the relative value of those bonuses as compared to being at peak damage. If not, you should consider shuffling your stats.

For any specific character that you want to maximize damage, you can apply the data as follows: (1) look at your critical strike damage level, (2) refer to the golden ratio for the closest level, (3) calculate your power-to-precision ratio by dividing power by precision, and (4) compare the 2 ratios. If your current ratio is below the golden ratio, take points out of precision and put them into power (if possible) until you get to the golden ratio. If your current ratio is above the golden ratio, take points out of power and put them into precision (if possible) until you get to the golden ratio. You will need to re-evaluate this whenever your critical strike damage changes if you want to remain at optimal direct damage output.

Conclusion

This analysis is far from perfect. The number of variables in play makes it difficult to make universal claims about damage, but when defining parameters and assumptions SOME claims can be made. The numbers prove that power is more important than precision, as many probably expected, and the data displays exactly how much more important it is at varying levels.

Unfortunately, the relatively small variation in stat combinations found on gear may limit the utility of this information. It is not always possible to achieve desired ratios efficiently, which is a flaw of GW2, but that is a topic for another discussion. I imagine this information will be most beneficial to those who spec primarily into survivability and only have a limited capacity to add to power and precision. At any rate, I hope this analysis proves helpful to at least some players.

Damage: Power, Precision, and Golden Ratios

in Players Helping Players

Posted by: Citizen Shane.7698

Citizen Shane.7698

Setting Power vs. Precision

Since critical strike chance is directly determined by the precision stat, if we remove the variable of critical damage we are left with an equation affected by only power and precision. We do this by modifying the equation for different critical strike damage levels. For example, a character at base level 80 will have 0% critical strike damage, yielding the following equation:

Damage = (Power * 1.5 * Critical Strike Chance) + [Power * (1 – Critical Strike Chance)]

We can produce a similar equation for every imaginable critical strike damage level. In the interest of saving time, I used increments of 5% critical strike damage (from 0% up to 105%) for a total of 22 separate equations. Each equation was subjected to a vast array of power/precision combinations, where power and precision add to a constant sum. When done in sequence, this reflects the outputs that correspond to trading a point of power for a point of precision. For each output, I calculated the ratio of power to precision (a ratio of 1.5 means that for every 1 point of precision there are 1.5 points of power). I also calculated the effect on the total damage output level for each point in the sequence.

The sequential array of combinations yields the same ratios for each data set, and this serves as the x-axis. The y-axis depicts the change in the damage level for each point, in percentage terms so as to keep things standardized as I overlaid the data for the different equations. I broke the data sets into groups in order to highlight some things and minimize the clutter.

The Data

The parameters of these graphs may seem a bit cryptic, so let me explain how to read them. Each line represents a critical strike damage level, as specified by the legend. When a line is below the x-axis (i.e. the y-value is negative) this means that, at that power-to-precision ratio, sacrificing a point of power for a point of precision will reduce your overall damage output. When a line is above the x-axis (positive y-value), sacrificing a point of power for a point of precision will increase your overall damage output. The point where a line crosses the x-axis (y-value of 0) indicates the “golden ratio” at which power and precision are in optimal harmony for the given critical strike damage level.

Here are links to the graphs (also attached to this post):

http://i1359.photobucket.com/albums/q783/Shane_Hampton/0-35_zps9bf48c28.png

http://i1359.photobucket.com/albums/q783/Shane_Hampton/40-75_zps9ee0bcc0.png

http://i1359.photobucket.com/albums/q783/Shane_Hampton/80-105_zps69a6c319.png

This is a chart of the “golden ratios” (also attached):

http://i1359.photobucket.com/albums/q783/Shane_Hampton/goldenratios_zps3c8c8345.png

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Damage: Power, Precision, and Golden Ratios

in Players Helping Players

Posted by: Citizen Shane.7698

Citizen Shane.7698

Damage: Power, Precision, and Golden Ratios

Overview

This is an analysis of damage output that considers the relative effectiveness of power and precision. I will describe in detail how I performed the analysis, what assumptions I used, and how to interpret the data.

Some of the findings presented will be obvious, and some may not be. But the important thing here is that they are all directly backed by the numbers. If you see any errors, let me know.

Basics and Assumptions

In order to be able to make claims about damage output, I am exploiting the proportional relationship between damage and power. This does not mean that power is the only thing that factors into damage output; this means that I’ve held all other factors that exist outside of a character’s stats (target’s armor, skill coefficient, weapon damage) static and utilized standardized percentage differences in calculations. The only three components of damage output in question are power, critical strike chance (governed by precision), and critical strike damage.

As a caveat, 3-variable functions are extremely complex. In the interest of avoiding the calculus (for multiple reasons) I opted to focus on the relationship between power and precision, and then place this relationship in a series of discrete contexts that reference critical damage. This methodology is necessarily less precise, but it is much simpler to execute, display, and explain.

Here are some assumptions to keep in mind:

1. This analysis only accounts for a character’s permanent power and precision (base stats + hard/invariable stat increases from gear/upgrades), and does not apply to special bonuses from sigils, traits, runes, boons, etc. It strictly applies to the direct damage dealt by skills.

2. I operate from the perspective of damage over the long-run. This means that if a character has 40% critical strike chance, said character will crit on exactly 40% of attacks, ad infinitum. This also means that any damage governed by a weapon’s damage spread will revert to the mean.

3. In order to reflect relative value, I had to set a limit to the sum of a character’s power and precision. While this limit is arbitrary, I tried to account for the widest realistic range without including any instance of impossibility (such as a critical chance of over 100%).

4. Whenever I refer to “critical damage,” I am referring to the critical damage bonus seen in your stats. For example, 35% critical damage means that your critical strikes will do 185% (150% + 35%) of your base damage. Mathematically, 185% means a multiplier of 1.85.

5. Everything in this analysis assumes that the character is level 80. I do not know if character stat progression is linear, so I cannot say if it is applicable to characters under level 80. If progression is linear, then theoretically it would apply.

6. Many builds depend on critical hits to proc various things, but this does not always apply to direct damage and cannot always be strictly quantified. Therefore, this aspect of the game is not reflected here.

How Direct Damage Works

In simplifying the mechanics of damage output to the greatest degree, we are left with the 3 variables of power, critical strike chance, and critical strike damage. Power is the fundamental component here; it factors in to damage output regardless of whether or not a critical strike was performed. As mentioned before, although base damage is affected by things like the target’s armor level, it is directly proportional to power. We can use this to our advantage by ignoring those other elements, which only serve as a fluctuating coefficient to power (as a variable).

We know how precision relates to critical strike chance. At level 80, every 21 points of precision (above 916) increases critical strike chance by 1% (above the base 4%). This relationship is very easily made into a function. We also know that critical strike damage applies during a critical strike and further increases damage past 150% of base damage.

Pulling all of this information together, we can arrive at the following:

Damage = [Power * (1.50 + Critical Damage) * Critical Chance] + [Power * (1 – Critical Chance)]

What this states is that damage is a weighted average of the damage done on critical strikes and the damage done on non-critical strikes, weighted by the chance of each occurring (critical strike chance). The output of the above equation will not reflect actual damage (because there are factors that are not considered) but it will reflect a referential damage LEVEL that we can make claims about upon changing the inputs. This damage level directly relates to the actual amount of damage that would be done.