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Old 12-13-2007, 03:16 PM  
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Default Crits vs. ...

I was checking out a brigand's gear in the top raiding guild of my server.. and I noticed that almost all the gear he had equipped had a +crit on it, he was even wearing a treasured piece or two because of the + to crit. I know double attack is big also but is it way more important to have a +crit on an item rather than an item w/ a damage proc on it, +combat arts, a +dps item, or attack speed?

Basically what i'm asking is should I be wearing items that have the +crit even if it sacrifices some stats or other bonuses?
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Old 12-13-2007, 04:51 PM  
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Default Re: Crits vs. ...

Melee critical hits are huge because if you do /weaponstat in game, it will tell you the maximum hit of your weapon

If you have a weapon that can hit for 1400 points of damage without a critical hit, a critical hit will turn that damage into a 2800 hit. (There's more math than that, but that's how it works).

Stats like +pierce/slash are important for your weapons to hit also. Critical hits are definately more important than raw stats because in raid groups or even pick up groups, the probability of being very close to or over the stat cap for deminishing returns to take effect is pretty high.
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Old 12-14-2007, 04:02 AM  
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Default Re: Crits vs. ...

Doing some number crunching yesterday and assuming I'm understanding the game mechanics correctly I did some scenario's looking at how crits/DPS mod/Haste mod/Double attack affect our melee dps only (I.e. ignoring the fact we get 0.3% extra CA dmg per melee crit).

For an 80% hit rate (which is a little lower than I'm parsing on T1/2 mobs) I came up with the following numbers:

For 1:4 ratio weapon:
10% DPS = 10% Auto attack increase
10% Haste = 10% Auto attack increase
10% Double Attack = 8% Auto attack increase (because DA's can miss)
10% crit = 6.5% Auto attack increase

For 1:5 ratio weapon:
10% crit = 7.3% Auto attack increase

For 1:6 ratio weapon
10% crit = 8% Auto attack increase

Note 1: These numbers are all theoretical based on my understanding of the auto attack mechanic - These may or may not be wrong.

Note 2: If you have a higher hit percentage then double attacks will be worth more

Note 3: All these values we calculated in isolation of each other. There is no effects of DA criting

Note 4: DPS/Haste mods are enough mod value to give a full 10%. Depending on where you are on the curve this may mean getting a lot DPS/Haste mod to achieve.

Conclusions:
Looking at the numbers as described above that shows roughly what benefit you would achieve.

Double attacks are probably worth a bit more than I've put there just because I've not run them in conjunction with crits - I'll do that later and see what benefit that will give.

While Haste/DPS show highly - due to diminishing returns and the ease of getting these through buffs and adornments means that concentrating on crits and DA on gear is probably the way to go with DA probably being the better of the two effects depending on hit percentage and weapon damage spread. With worse hit rates and smaller spreads giving better results with crits.
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Old 12-14-2007, 04:11 AM  
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Default Re: Crits vs. ...

I'm wondering if you've included that you can double attack a miss in your calculations. Most people don't know this!

Also, you should list your assumptions, like your hit %, when you post your conclusions.
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Old 12-14-2007, 04:45 AM  
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Default Re: Crits vs. ...

Yeah I've included the fact that you can DA miss, I didn't know this until you mentioned it in one of the threads around here recently, but started looking through my logs and confirmed it.

I listed the hit percentage just before the numbers as 80%. In raiding T1/T2 I'm usually hitting for 82-85% depending on group/buffs. If anyone who is raiding harder content can give some indication on what they achieve that would be good.

I thought I had listed my assumptions but the format for presentation leaves a lot to be desired and I've probably forgotten to list something important. If anyone wants to know something I've forgotten to list then just ask.
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Old 12-14-2007, 07:03 AM  
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Default Re: Crits vs. ...

Quote:
Originally Posted by Arzoth View Post
Melee critical hits are huge because if you do /weaponstat in game, it will tell you the maximum hit of your weapon

If you have a weapon that can hit for 1400 points of damage without a critical hit, a critical hit will turn that damage into a 2800 hit. (There's more math than that, but that's how it works).
Would just like to correct you on crit mechanics.

For Auto-attack, a critical hit will give you max+1 to max+30% as your damage range. Using /weaponstats (/we works too) if you had an actual damage range of 500-1000, then your crit damage range would be 1001-1300.

For combat arts, and spells AFAIK, you simply get a +30% bonus. So a CA which has a normal damage range of 500-1000 will crit for 650-1300.

Please also realise that 10% haste mod (or DPS) is not always 10% haste (I know this was mentioned above, I'm just clarifying). Diminishing returns means that you very rarely get the same effect as you would think. Mouse-over your haste mod on your personae screen to see your actual haste %. For instance, 200 Haste mod (the cap) is actually only 125% haste, but 10% haste mod will infact give you more than 10% haste. This works with DPS as well. i am unaware of how the new +attack speed from RoK works, but Iam lead to believe that it is simply Haste that can stack.
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Old 12-14-2007, 07:33 AM  
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Default Re: Crits vs. ...

Quote:
Originally Posted by Paikis View Post
i am unaware of how the new +attack speed from RoK works, but Iam lead to believe that it is simply Haste that can stack.
That is correct
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Old 12-17-2007, 08:42 PM  
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Default Re: Crits vs. ...

Thanks for the write up folks, I like Lint's list. My brain is hurting here though.

Why did you lower the DA % down to 8 because they can miss?

Or rather, why did you lower that % but not haste?

Either way, you are attacking 10% more often. In both cases, you can miss the extra attack that haste/doubleattack grants you.
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Old 12-18-2007, 04:46 AM  
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Default Re: Crits vs. ...

I didn't lower the DA attack %, the fact you don't get a straight 10% boost to melee dps from having 10% DA is that 20% of those extra attacks are going to miss (due to my assumed hit rate).

I agree with the haste thing and you have pointed out a flaw in the way I have modelled the effect of haste. The model simulates 1 million random attacks then divides by delay to give dps. I'll need to alter the model to account for those extra misses from the extra swings, until then the haste value is flawed and would show lower, likely 8% increase as per DA.
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Old 12-18-2007, 11:58 AM  
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Default Re: Crits vs. ...

Quote:
Originally Posted by Paikis View Post
For combat arts, and spells AFAIK, you simply get a +30% bonus. So a CA which has a normal damage range of 500-1000 will crit for 650-1300.
Mini correction:
Spells crit like auto-attack, not like CAs.
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