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Old 06-04-2009, 08:28 PM  
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Default crit damage bonus or reuse?

Basically i got into this argument, about whether reuse was more important than +spell crit damage. I was wondering if anybody had actually done this math.

Example might be +5 spell crit damage vs +5 reuse. i have a bit of spell crit bonus, but that is more by virtue of going for other things, like + base damage, spell crit and reuse. So I guess i'm just trying to see what I should be trying for.
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Old 06-04-2009, 09:45 PM  
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Default Re: crit damage bonus or reuse?

Reuse to 25
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Old 06-05-2009, 08:03 AM  
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Default Re: crit damage bonus or reuse?

Could you clarify what you mean by +spell crit damage? I'm guessing you don't mean bonus, because you used that in the post too. Then there's spell damage and damage spell crit chance.
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Old 06-05-2009, 01:53 PM  
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Default Re: crit damage bonus or reuse?

sorry, under tso aa's it just says improves critical damage, and the gynok ring says +spell crit bonus. I am not referring to +spell damage or +spell crit chance. This is an increase to the damage when you crit. Whether 5% increase to that is better than 5% reuse.
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Old 06-05-2009, 03:01 PM  
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Default Re: crit damage bonus or reuse?

Ok, well that would depend on your damage spell crit chance. I'm guessing you probably have at least 100% crit in raids when fully buffed, so 5% spell crit bonus would be better than 5% reuse.
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Old 06-05-2009, 04:03 PM  
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Default Re: crit damage bonus or reuse?

what milambers said. this might change after proc changes, but i doubt it
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Old 06-05-2009, 04:46 PM  
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Default Re: crit damage bonus or reuse?

Choc. Ideally, if you are at around 107% Spell crit Chance, the +spell crit bonus would be more beneficial as it will make all of your critical hits more effective (except proc crits since this will be removed in the next GU) if you are not at least at 100% Spell Crit Chance solo buffed this may not work as effectively for you. Knowing your gear though, I am pretty sure you are already at 100%+ and can now focus on buffing up your +spell crit bonus.

A recent crit bonus discussion which may shed some light is here
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Old 06-09-2009, 04:34 PM  
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Default Re: crit damage bonus or reuse?

I agree with what has been posted thus far, but to illustrate this a bit easier, think of it this way.

If you crit 100% (or very near 100%) of the time (meaning 100% spell crit chance against a level 80, more needed against higher level mobs), then 1 spell crit bonus = 1 base damage.

Based on your original post, it seems you already understand the value of base damage, so you can scale the value of spell crit bonus based on how often you crit against the level of mobs you are fighting.

Revel has already laid out the value of reuse in his amazing guides stickied in this thread, so that should be enough for you to compare.
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Old 06-10-2009, 03:09 PM  
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Default Re: crit damage bonus or reuse?

To be completely accurate it depends on your spell mod, this also assumes you're at the crit 100% of the time point.

When you are capped on spell mod even after the increase to base spell, then 1 spell crit bonus is just slightly lower than 1 base spell damage because base spell also lifts up the spell mod cap where spell crit boost simply multiplies up slightly higher.

When you're not capped on spell mod, then the same value of spell mod will be passed through the equation before and after increasing the base damage. In which case spell crit boost will give a better return than base damage will.

For example:
Hemorrhage M1 at 1220 or higher int is 653-883 damage base, this doesn't include spell mod or base spell damage.

For your not spectacularly geared coercer you've got 0.10 (choker) + 0.04 (t2 shoulders) + 0.02 (ferzhul ring) + 0.15 (int aa) + 0.02 (tso forearms) + 0.10 (tso aa) + 0.05 (tso aa) + 0.05 (sk in raid) as pretty easy to obtain. This gives you 0.53 base damage modifier for Hemorrhage and adjusts damage to 999-1351.

For spell crit boost you should be getting 0.10 from a bard, and not too difficultly obtain 0.05 (obsession wristlet) + 0.02 (ferzhul cloak) + 0.03 (void touched symbol or xebnok belt)) for 0.20 at least from gear. Add 0.10 (tso aa) + 0.05 (tso cap aa) and you're at + 0.35 spell crit boost for Hemorrhage or an overall crit damage of 1.65.

Spell mod gains: 999 + 499 = 1498 (min), 1351 + 675 = 2026 (max).

Our crit damage increase here is high enough that no lifting occurs, a minimum damage roll * 1.65 exceeds max + 1.

Average damage on 100% crit rate is then going to be ((1498+2026)/2)*1.65) or 2907.
(This is then modified upwards by debuffs, which don't need to enter into the damage comparison model.)

Comparisons:
5% base spell mod, so 0.58 base spell and 0.65 crit damage increase
Base 1032-1395, w/ mod 1548-2092, avg dmg 100% crit 3003, gain of 96 or 3.2%
5% spell crit boost, so 0.53 base spell and 0.70 crit damage increase
((1498+2026)/2)*1.70 = 2995, gain of 88 or 3.0%

If you only had 675 mod and were just exactly capping out the spell in the prior example, then the 5% base spell mod gain would read:
Base 1032-1395, w/ 675 mod 1548-2070, avg dmg 100% crit 2985, gain of 78 or 2.7%

In this last example, at 1.43 mod, not counting individual spell adjustments, your cap for spell mod on your big 3 spells is:
0757 Spell Curse
0956 Hostage
1185 Tyrannous Mind

A lot of us have seen our spell mod value take a sharp decrease when upgrading to gear with spell crit boost etc on it. If your spell mod value is low, then the spell crit boost will raise your dps more than base spell mod will, for equivalent values.
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