How should one weigh Critical Hit Damage when selecting equipment? Ask Question Asked 6 years ago. Active 5 years, 8 months ago. When choosing between adding more crit chance or crit damage, pick the one you have less of (after dividing crit damage by 10). For example, if you have a total of 45% crit chance and 400% crit damage, then adding. Crit chance is your percentage chance to land a crit derived from your crit stat relative to the target's level. Crit stat is linearly related to crit chance - that is, increasing your crit stat by 10 gives you the same increase in crit chance whether your crit stat is going from 100-110 or 3500-3510.
Hello everyone!
In this post, we discuss whether [Dmg] or [CrtD] is the better weapon modifier for DPS runs. Besides answering this question for high end ISA runs, we also explain which parameter affect the performance of both modifier and under which conditions one is better than the other. [Dmg] outperforms [CrtD] for short high end ISA runs. We also recommend it, as it might be the more future-proof option considering future powercreep.
Approach
First, we want to show which parameters affect the [Dmg] and [CrtD] modifier and then explain which conditions have to be true that one modifier is better than the other. The following calculation applies to both ground and space combat.
For that, we take a look how the damage is calculated:
All base damage buffs are summed up and also all bonus damage buffs are summed up separately. Both sums are then multiplied with each other and with the product of all final multipliers. This means that base and bonus damage buffs are additive whereas final multiplier are multiplicative.
The [Dmg] modifier is a 1.03 final multiplier and [CrtD] is a 0.2 (20%) bonus damage buff applied on a critical hit. In the following, (c_h) refers to the critical hit chance, (c_d) the critical severity and (d_s), (d_b), (d_f) to base, bonus and final damage respectively. The average damage of a weapon including critical hits can be calculated as follows:
(mathcal{D}(c_h, c_d, d_s, d_b, d_f) = c_h((1+d_s)(1+d_b+c_d)*d_f) + (1-c_h)((1+d_s)(1+d_b)d_f) tag{1})
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Using term 1, we can directly compare [Dmg] and [CrtD]. [Dmg] leads to a higher average damage than [CrtD] (=: [Dmg] (succ) [CrtD] ) if and only if
where (N) is the number of modifiers to compare. Written out, the inequation looks as follows.
(>) (c_hd_f(1+d_s)(1+d_b+c_d+0.2N) + (1-c_h)(1+d_s)(1+d_b)d_f )
which can be reduced by dividing both terms by (d_f(1+d_s)) (because (d_f > 0), (d_s geq 0)) and applying further transformations ((N > 0), (c_h > 0)):
( (1 + c_hc_d + d_b)/c_h > (0.2N) / (1.03^N -1) tag{2}) Hence, [Dmg] is better than [CrtD] if the inequation 2 is evaluated as true. From this inequation, we can see that the critical chance, critical severity and bonus damage buffs determine whether [Dmg] increases the average damage more than [CrtD] or not. Base damage buffs and other final multipliers (besides the [Dmg] itself) are irrelevant for this comparison. In the next step, we want to find an upper bound for [CrtD], at which it is safe to say that [Dmg] is superior. Since the performance of critical severity depends on the critical chance, the best case scenario for [CrtD] is a critical chance of 100%. This way we can find out, at which point [Dmg] is better than [CrtD] regardless of the critical chance. Setting the critical chance (c_h) to 100% for the inequation 2 yields:
The right side is a constant value (f_N-1) depending on the number of modifiers (N) to compare. Approximate values of this threshold for different (Nin{1,2,3,4}) are shown in the following table.
As an example, [Dmg]x4 leads to a higher average damage than [CrtD]x4 regardless of the critical chance, if the sum of the critical severity and bonus damage buffs are greater than ~537.4%.
There are cases, where a player cannot reach this threshold or is unable to maintain it. If the sum of bonus damage buffs and critical severity is less than this threshold, there exists a critical chance (c_h < 100%) where [CrtD] outperforms [Dmg]. To investigate this, we look into different scenarios. Example Scenario: Minimal Buffs
In this scenario, we consider damage enhancements of a typical space DPS build that are permanent throughout a PvE. Higher critical severity and bonus damage favor [Dmg], so we need to know the minimum value for both that are always guaranteed.
Critical Severity:
which is a total of 254.3% critical severity.
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https://valenest.weebly.com/can-i-open-a-dmg-file-on-chromebook.html. Figure 1 shows the relation between bonus damage and critical chance for the given critical severity of 254.3%. The green area represents the range in which [Dmg] is better than [CrtD] and the white area the range where [CrtD] is better than [Dmg]. This figure also shows that more bonus damage favors [Dmg]. In this case, a sum of 283.1% bonus damage buffs is required for [Dmg] (succ) [CrtD] regardless of the critical chance.
Example Scenario: ISA
With the formula provided in the last section, [Dmg] (succ) [CrtD] can be answered for any case by simply entering the critical chance, critical severity and bonus damage of a build. But since most bonus damage buffs come from active abilities, the available bonus damage buffs heavily depend on their usage and uptime. For example, high end ISA runs can be completed in under 30 seconds. Therefore short duration abilities like Go Down Fighting have a high uptime due to the shortness of such runs. We also know that the critical chance can exceed 80% in those runs. First, we look at permanent bonus damage increases:
Total: 77%
Most bonus damage increases come from abilities, so we have to count them in dynamically. To name some important buffs:
For ~30s ISA runs, we can a assume a 100% uptime from the sides to the end for Alpha, Dynamic and Domino, which is another 114 bonus damage. Furthermore, Alpha provides an additional ~50% critical severity when it’s active. https://valenest.weebly.com/how-to-download-yosemite-os-dmg.html. Scattering field and frenzy provide additional 67% bonus damage.
Figure 2 shows the same relation as Figure 1 for a high end ISA run with a critical severity of 304.1%. The red marker shows the minimum number of bonus damage for the entire ISA after the initial wave. The bonus damage is even higher when using additional buffs like Narrow Sensor Bands and Mixed Armaments Synergy. In this case, [Dmg] outperforms [CrtD] regardless of the critical chance.
Conclusions
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Edit: Reposted this to give better percentages close to the breakpoints so readers don't have to keep guessing exactly where between 70% and 50% they should be concerned about
Hey guys, Whitesushi here with a 'cheat sheet' of sorts. Won't be explaining too much about it but its a decent reference point for people who find going into my spreadsheet and doing the full calculations too inconvenient. That said, these sheets don't offer as much depth as the spreadsheet calculator and only looks at bare-bone comparisons between a DMG & Headshot setup vs Crit & CritD setup
Before we go in, I need to establish that DMG & Headshot setup should be stronger at most headshot accuracy ranges by default. This is due to how well %headshot damage stacks with the weapon's innate %headshot perks. However, there are 2 factors that help bridge the gap between those 2 setups being
Since most weapons have some form of % conditional damage, we can safely assume a baseline 45% damage for our calculations in both setups. We also need to include a 20% damage for elemental (I could assume 44% but that would be a little high and be a biased towards crit). As such, the setups would look something like
Last but not least, here's what the titles in the table mean
How to use the tables
Just to make sure you guys know how to make use of this post, you need to
Non-Combat Heroes
Non combat heroes are basically heroes that don't buff weapons in any way. Examples would be like MEGABase, PowerBase, Pathfinder etc. Basically, point is they don't stack more %damage or anything so there aren't any additional opportunity costs involved on top of what we already have. In this instance, the 2 setups look exactly the same as above-mentioned but just to recap
At 70% headshot accuracy (players who actively try to land headshots)
You should opt for DMG & Headshot setup unless you are running
Even though there are quite a number of other combinations highlighted green, you will notice that there aren't actually any weapons in game that sport those
At 57% headshot accuracy (players who have good aim but aren't trying)
The Siegebreaker and other weapons running similar stats shift towards the Crit Rating & Crit Damage setup Essentially, the only weapons that remains better with headshot/damage setups are weapons with
That said, there's an exception being the Silenced Spectre and Whisper .45 which despite having over 100% headshot multiplier, should still be built for crit since they have 'perfect' base crit values
At 40% headshot accracy (players who don't care enough about the head)
Really, just go with the Crit Rating & Critical Damage setup at this point. The only instance where the headshot setup wins is if you use the Zapotron or any similar stat weapon (which is super rare)
Combat Heroes
Basically Soldiers and specialized characters built for making guns great. Since we already established in our earlier section that 57% accuracy and below pretty much solidifies the crit setup, will instead explore the lowest % headshot accuracy at which the critical setup takes over. The cut-off point shall be when the Siegebreaker, weapon with very mediocre stats of 10%/50%/50% benefits more from crit
Crit Chance Vs Dmg Terraria Spreadsheet Free
Generic Soldiers<60%> (Basically add 10% damage to both setups)
Our threshold went up from 57% to 59% thanks to this 10% damage that benefits crit setups more. Basically for any headshot accuracy below 60%, almost all the Assault Rifles are better ran with Crit Rating & Crit Damage. In fact, if you are looking to run something like the Hunter-Killer, this goes a bit higher to 63%
Crit Chance Vs Dmg Terraria Spreadsheet 3
Special Forces/ Survivalist/ Rescue Trooper<65%> (Add 34% damage to both setups)
At 64% headshot accuracy or lower, your weapons including the Siegebreaker are better ran with a Crit Rating & Crit Damage setup. There isn't really much more to say about this since if you are running these Soldiers, you are primarily looking for Assault Rifles and at this point, they're all meant to be built for crit with the exception of Deathstalker and some other 100% headshot multiplier ones
Ranger<68%> (He's kinda special and we add 24% damage, 18% crit, 70% crit dmg to both sides)
This is the breakpoint for quite a lot of Pistols like the Bald Eagle meaning if you have lower accuracy than this, you should build for crit. https://valenest.weebly.com/dmg-mori-dv5100-apc-battery-replacement.html. The only pistols not caught up by crit yet are the ones with 150% headshot multiplier like the Duelist but we all know you should run a the headshot+damage perks at that point
Crit Chance Vs Dmg Terraria Spreadsheet 1Conclusion
The tables pretty much speaks for themself so I'm going to give some alternate advice to deciding between which setup to go for each of the weapon types
It is also worth mentioning that Fire Rate is something a lot of people opt for in one of their perks. It is usually one of the single highest boost to DPS especially when ran in conjunction with % headshot damage (so basically drop the regular %damage). However, I don't personally like it because you are essentially making up for lost damage by shooting more bullets
Last but not least, in writing this post, I am not trying to tell everyone what perks to run. It's simply here for the people who want the advice, those that are stuck on the fence and can't choose which alternative to go for. That said, these calculations are pretty rudimentary and doesn't reflect a weapon completely so I would recommend any serious min-maxers to drop by my spreadsheet instead and use the calculator there. I have a post to guide you along if you choose to use the calculator
Crit Chance Vs Dmg Terraria Spreadsheet 2017
TL;DR DMG&HS is generally better at over 60% headshot accuracy with some exceptions to Silenced Specter and the likes. Snipers should always go for DMG&HS while Shotguns should always go for CRIT
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© Post 'DMG/HS vs CRIT/CRITD cheat sheet' for game Fortnite. Crit Chance Vs Dmg Terraria Spreadsheet GameTop 10 Most Anticipated Video Games of 20202020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included. Crit Chance Vs Dmg Terraria Spreadsheet ListTop 15 NEW Games of 2020 [FIRST HALF]Crit Chance Vs Dmg Terraria Spreadsheet Free2020 has a ton to look forward to..in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020. Comments are closed.
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