Aller au contenu

Photo

Over 100% Critical Chance


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
Onoturtle

Onoturtle
  • Members
  • 6 messages
 Is there a point of having over 100% critical chance?

For example, I gave Isabela a bunch of crit. chance improving equipment, base precision sustain, and with heroic auro on, she had listed in the attributes menu as having 102% critical chance. Is this overkill? If so, I ought to be putting my points in cun rather than dex at this point on?

#2
AreleX

AreleX
  • Members
  • 2 292 messages
correct

96-98% is enough with unforgiving chain

#3
Onoturtle

Onoturtle
  • Members
  • 6 messages
Thanks. But upon further inspection, the answer to the question of putting points in cun over dex once at 100% crit. chance is: depends.

From a mage thread, I saw someone post that critical hit damage is calculated as base dmg * (1 + crit dmg %). I don't know if that's correct, but that's what I'm going to be rolling with for the rest of the analysis. Assuming 100% critical chance, then the increase of damage by 0.5 (via +1 dex/str/mag, depending on class) is 0.5 * (1 + crit dmg%). On the other hand, an increase of the critical damage multipler by 0.01 (via +1 cun) leads to an increase of damage by 0.01 * base dmg. So the "magic number" appears to be 50 + 50 * crit dmg%.

If your base damage is equal to the magic number, increasing either attribute leads to the same damage. If your base damage is less than the the magic number, you get a larger increase by putting a point in dex/str/mag. Otherwise it is better to put your point in cun.

I don't have my Isabela stats from earlier, but right now I have a shadow archer I can pull attributes from for an example. Currently at level 14 he has 86% crit chance, 162% crit dmg, and damage of 102. I still need to get to 100% crit chance and looks like you get +1% critical chance per point in dex, so five levels from now he ought to have (barring no change in equipment) 100% crit, 162% crit dmg, and 109 damage from increases in dex. The magic number here is then 50 * 2.62 = 131. So even if he is at 100% crit chance, I should still put my points in dex until I reach damage 131 (which I'm not too sure I can reach by end game at this point). [EDIT: I should mention here that I haven't considered the bonus crit. dmg % provided by being obscured]

For the case of warriors and mages, you probably won't even get near 100% crit. chance, so the magic number here is 50 * (1 + crit. chance% * crit. dmg%). I haven't yet looked at any of my warriors or mages to see if it's even worth putting points in cun at their current crit. chance% so I can't comment on that yet.

Anyway, I did the math rushed since I wanted to get back to actual playing... so tell me if I did something above completely wrong. Thanks!

Modifié par Onoturtle, 15 juin 2011 - 10:21 .


#4
Jack-Nader

Jack-Nader
  • Members
  • 492 messages
The point where you start putting attributes into dexterity for mages and warriors depends entirely on you critical damage/damage base.  You shouldn't be putting points into cunning for either of these classes "Unless" your doing some crazy hex build.

Both of these classes start at 50% critical damage.

at 99 Base damage, adding 2 points to your base attribute increases your base damage by 1 point.  In otherwords, you go from 99 to 100 base for a 1% increase in damage.  Adding the same 2 points to dexterity for a 2% critical chance also yields a 1% increase in damage.  Getting a base damage score over 100 is not possible in this game for a mage.  It may be possible for a warrior who is using the berserker spec but I am not 100% sure.  Arelex might be able to confirm this.

Warriors are different from mages in that they can easily reach 100 critical damage through gear and talents.  What that means is that when you have a base damage score of 50, it will now be better to put points into dexterity instead of your base damage score.   This is because going from 49 to 50 base damage = 2% and chucking 2 points into dexterity for a 2% critical chance also yields a 2% increase in damage output.  Warriors are now a little bit more complicated due to the berserker class.  Increasing willpower once you have the full berserker upgrade yeilds 0.75% damage per  willpower point vs 0.5% per point in strength (theoretical for strength because it requires an even strength attribute score to count).  Of course their is also the sunder bug to take into account which I will not go into here.

Rogues primary attribute is dexterity.  For a rogue the absolute best way to go is to pump dexterity until you reach 96 - 98% critical chance.  Note that this "INCLUDES" critical chance added through talents and gear.  Once you hit this point start chucking your points into cunning.  Rogues are the only class where you want to put points into cunning after you have exhausted your main attribute.

Modifié par Jack-Nader, 15 juin 2011 - 11:22 .