So if I understood it right from your previous example.
50% crit chance with a 200% crit damage total, would end up being
(frequency of crits) * (difference in damage) = (average increase of damage)
(.5) * (2) = 1So 200% crit damage with 50% crit chance would provide 100% extra damage, and not 200% due to half the hits being crits and half not.
This could then be shown with the “static” damage multipliers to give an overall estimate of increase in damage.
I don’t think we should ignore numbers because they are too big, and difficult for the observer to understand, but simply explain them more and show “how” it works and not just end result.
It isn’t a matter of what you or I “think,” though, there are numerous sources available that discuss and describe how to display numbers in a coherent and understandable way. If you are going to compare x, y, z trait setups (with or without gear) I would recommend you separate the three figures, using my character sheet as an example, as such:
56.8% DamageMod, 78% CritDamage, 51% CritChance
This is excluding Scholar runes/Force sigils and excluding the base 150% CritDamage. We can assume the base CritDamage is always 150%. If we had another build, using the same gear, we’d get (10/30/0/30/0):
33.1% DamageMod, 78% CritDamage, 53% CritChance
OR, if using a Sword
39.7% DamageMod, 78% CritDamage, 68% CritChance
Anyway, this is not a perfect method either, as gear becomes a factor, ideally we would want to calculate these three values given trait selection alone. From a damage perspective, that would create a situation which makes the least assumptions about gear. As we could then do something like (Equipment Values) + (Trait Values) + (Skill Values), “Values” being defined as "Damage Mod, CritDamage, CritChance), and we could modularize the comparison of builds. However, at this point, I’m just going off on a tangent.
Regarding your math:
1000 – Base Damage
39.7% – Damage Mod
150% – Critical Damage
1397 – Normal Hit
2096 – Critical Hit
1000 – Base Damage
27% – Damage Mod
180% – Critical Damage
1270 – Normal Hit
2286 – Critical Hit
-127 Normal Hit, +190 Crit Damage difference, -12% Damage Mod, +30% Crit Damage
If you hadn’t compared these numbers, it should be pretty apparent that Damage Mods are more valuable than Crit Damage – Some examples below, trying to emulate your style:
1000 – Base Damage
1397 – Modified Base
50% – Critical Chance
150% – Critical Damage
25% – CritMod (0.5*0.5)
74.63% – “Average Damage Mod” ((1+39.7%) * (1+25%)) – You can skip this step if you just multiply (Modified Base * (1+CritMod))
1746 – Average Damage Per Swing
1000 – Base Damage
1270 – Modified Base
27% – Damage Mod
50% – Critical Chance
180% – Critical Damage
40% – CritMod (0.5*0.8)
77.8% – Average Damage Mod
1778 – Average Damage Per Swing
1000 – Base Damage
1270 – Modified Base
27% – Damage Mod
66% – Critical Chance
180% – Critical Damage
52.8% – CritMod (0.66*0.8)
94% – Average Damage Mod
1940 – Average Damage Per Swing
1000 – Base Damage
1397 – Modified Base
39.7% – Damage Mod
50% – Critical Chance
180% – Critical Damage
40% – CritMod (0.5*0.8)
95.6% – Average Damage Mod
1956 – Average Damage Per Swing
…
!