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Old 04-29-2008, 04:41 AM  
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Default crit > doubleattack > +ca dmg

i am around 75% crit now, without the troubi buffs, and wondering how far it really makes sense to push crit?

anyone got an idea, or even better exact numbers, as how the mods calculate?

looking at my parses about 66% dmg come from autoattack, poison and the agi line proc :>
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Old 04-29-2008, 07:33 AM  
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Default Re: crit > doubleattack > +ca dmg

I heard that it isn't worth to try to get it much higher after 60%
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Old 04-29-2008, 01:03 PM  
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Default Re: crit > doubleattack > +ca dmg

Crit stops being useful at about 100%. It's better than than double attack, because DA only applies to autoattacks, where as crit applies to every attack. Still go for some double attack though. +CA is good too, which also helps your crits.

In my experience +mcrit seems to grant the best returns for added DPS.
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Old 04-29-2008, 02:01 PM  
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Default Re: crit > doubleattack > +ca dmg

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Originally Posted by Varuna View Post
Crit stops being useful at about 100%. It's better than than double attack, because DA only applies to autoattacks, where as crit applies to every attack. Still go for some double attack though. +CA is good too, which also helps your crits.

In my experience +mcrit seems to grant the best returns for added DPS.
This isn't really true. While crits top out at 100 against white con mobs, they scale into the 130's for oranges. It's also worth mentioning that the crit gain is linear, meaning you gain just as much going from 1crit to 2crit as you do going from 99crit to 100crit. There are a few exceptions to this rule (namely items like crit robes and trak earrings, which add a layer of complexity to the situation).

All that being said, as you start to approach 100 static crit its certainly worth boosting up your double attack and +CA dmg.

The bloodthirsty choker and proc items (mostly SoH stuff) also provide some boosts outside the standard melee boosting attributes (MC, DA, haste, DPS mod).
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Old 04-29-2008, 02:14 PM  
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Default Re: crit > doubleattack > +ca dmg

would rather have confirmed about crits, where is the hard cap. because afaik, you can have more than 100% crit, just like you can have 600 slash skills, but hardcaps at 520, same as crit cap out at 100% but scale to the mob's lvl (100% crit is about 66% on a lvl 86/87 mob).

ppl might wonder then why 100% heal crit still produces 100% critted heals even when fighting lvl87ish mobs. only stuff which affects the incomming/outgoing to/from the mob scales with its level, meaning dmg incomming, skills used to attack, or outgoing dmg like resists, mitigation, parry/defense skills.

would be nice to get some clarification now tho, as i am quite confused.
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Old 04-29-2008, 02:18 PM  
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Default Re: crit > doubleattack > +ca dmg

Crits don't cap at 100%. You can have more, and even get 100% crits vs. lv88 mobs. You just need more than 100% Crits displaying.
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Old 04-29-2008, 02:25 PM  
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Default Re: crit > doubleattack > +ca dmg

Sorta makes me sad in the pants when I look at my logs for say VP and see that I am seeing about 35-40% crits when I have 77-80% static crit in raids.There there are the wonderful level 88 fights where I'm lucky to see 20-25%. Oh well- run with the punches its just a number anyhow.
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Old 04-29-2008, 03:54 PM  
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Default Re: crit > doubleattack > +ca dmg

Quote:
Originally Posted by Yobor View Post
This isn't really true. While crits top out at 100 against white con mobs, they scale into the 130's for oranges. It's also worth mentioning that the crit gain is linear, meaning you gain just as much going from 1crit to 2crit as you do going from 99crit to 100crit. There are a few exceptions to this rule (namely items like crit robes and trak earrings, which add a layer of complexity to the situation).

All that being said, as you start to approach 100 static crit its certainly worth boosting up your double attack and +CA dmg.

The bloodthirsty choker and proc items (mostly SoH stuff) also provide some boosts outside the standard melee boosting attributes (MC, DA, haste, DPS mod).

Not saying you made a false statement, but a bit fuzzy and potentially misleading.

If someone is sitting at say 80% crit, getting 5% crit more will have less impact on their DPS than someone who went from 30% to 35%. The biggest impact you can get from 5% crit is if you had zero to begin with, and conversely, the smallest possible impact would be 95% -> 100% (against even con). Of course, by "impact" I mean the percentage-based increase in DPS.

The more you have of a particular DPS mod (crit, dbl attack etc), the lesser the gains from boosting it further becomes - even if it increases linearly. If for example crits are better than double-attack when you have zero of both, there might come a point (after you've built up your crit rate) where more double attack now is the most beneficial stat.

Again, not claiming you said anything contrary to what I just added, I just feel it's another view of same thing that everybody should take into consideration.
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Old 04-29-2008, 04:47 PM  
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Default Re: crit > doubleattack > +ca dmg

Ok so let me set a formula... and you all tear it up if you want... I try to do this when I focus on my overall parsing dps and in a given group I adjust my gear to achieve these goals (including Mastercrafted procs, trooper boots, TNT Ring, temp adorns, crit/DA potions, etc. etc.):

In THIS order:

1. DPS Mod > 75
2. Haste Mod > 50 (with epic procc'ing this is not as important)
3. Melee Crit > 70
4. Double Attack > 70
5. +CA DMG up to 700

I've never gotten all of this at once, mind you - but that's my priority list.

Having the EXTREME flexibility of adding 7% onto Melee Crit or DA as needed with temp adorns and potions is pretty sweet, DA rings vs. Melee Crit rings vs. + CA dmg rings. vs. Mastercrafted... I set up a gear macro for each extreme and then mod slightly from there.

I don't have my mythical yet, but I'm capable of parsing 4200-4300 ZW in ROK if I get the right group and anything under 3250 ZW with a bad group is me not adjusting/trying.

Just my .02,

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Old 04-29-2008, 09:11 PM  
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Default Re: crit > doubleattack > +ca dmg

Most of what people are saying here is decent information, though I don't think you need near as high as 130 to hit 100% actual crit through the normalization vs. high level mobs. As far as I had seen, 110-115 was closer, though I could be wrong on this, I don't have a crit robe to plug and play and test until I get an actual 100% rate.

Either way, the formula for crits would differ between people in guilds that can kill avatars and people in guilds that can't. It doesn't make sense to bump your crit much over whatever the actual cap is (whether it's 110-115 or 130) -50 if there's a chance you can get the new crit bp... then you'd just be stuck trying to plug and play out other gear to make up for wasted crit then. That's why I try to keep a general balance, so I could theoretically plug and play new items without really having to worry about the possibility of a new piece of gear already "wasting" stats.
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