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12-04-2008, 08:08 PM
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Regular
Character: twisty
Server: Befallen
Posts: 108
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+crit bonus - how does it work?
anyone seen any credible threads discussing +crit bonus?
my best guess, given that the crit range is:
[Max -- Max*1.3]
if 'b' is your %crit bonus (ie 1+ %/100), new crit range is
[Max *b -- Max *b *1.3]
Edit: previous conclusion was wrong - i dunno what i was thinking.
In which case, at 100% crit, 1% crit bonus is a straight up 1% dps increase. at 50% crit, it's (1% * 0.5) = 0.5% dps increase.
By comparison, 1% crit is a roughly 0.3 - 0.4% dps increase (since it varies by spell). Except, in our lame-sauce Summoner case listed 1% crit is actually only 0.65% crit effectively I hear. So 1% crit is more like 0.2 - 0.25% dps increase.
So,
at 50% crit, 1 additional Crit Bonus = 2 additional Crit.
at 75% crit, 1 additional Crit Bonus = 3 additional Crit.
at 100% crit, 1 additional Crit Bonus = 4 additional Crit.
IF MY ASSUMPTION ABOUT HOW CRIT BONUS IS CALCULATED IS CORRECT
*edit - assumption above is incorrect, see below for adjustment.
Last edited by twisty; 12-08-2008 at 05:09 PM.
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12-05-2008, 11:32 PM
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TX gaymer
Server: Crushbone
Posts: 147
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Re: +crit bonus - how does it work?
There is a very long thread in the wizzy section, but it covers it here if you scroll down to the +critical bonus section.
"Damage Spell Critical chance is effectively just another damage modifier. Damage spell crit is an effect that is being widely applied to all manner of mage items now (sometimes as high as 10 crit per slot). It will soon be very easy to cap damage spell crit chance. If you find yourself sitting over cap, it would be worth your time looking for other attributes to boost your dps rather than wasting potential dps with even more damage spell crit.
Spell crits are linear. This means that you will gain exactly the same raw damage by increasing your damage spell crit % from 50% to 51% as you would by increasing it from 1 to 2%. Spell crits cap at 100%.
When a spell crits, it will deal 1.3 times the damage. However, if the lower end of the damage range falls below MaxDmg +1, it will be rounded up to MaxDmg+1, such that the damage range will become: MaxDmg + 1 to MaxDmg * 1.3.
If you had your spell crit rate at 100%, you would be seeing on average a straight 36.9% increase to the damage of your spells (before +spell damage is added). This would result in a close to 36.9% increase in your dps (at 0% crit) - but how close is dependent on the amount of +spell damage you have (as the added +spell damage portion can not critical).
This means that 1% crit equates to an average 0.37% increase to your damage and dps. If you start at 0% damage spell crit, and raise it to 50% damage spell crit chance, for example, you would see gains to your damage and dps of close to 18.5% (again exact number is dependent on the amount of +spell damage you use)."
__________________

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12-06-2008, 01:06 AM
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Rank: ESCRIMADOR (10+ DSPS)
Character: Sacdaddicus
Guild: Heaven and Earth / DAKKOTA'S SCHOOL FOR WZRDS
Server: BlackB / Funrest
Posts: 1,158
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Re: +crit bonus - how does it work?
Quote:
Originally Posted by Sciomar
Just too much thought process devoted to a video game lol
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12-06-2008, 10:33 AM
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.
Character: Yummy
Guild: Nerfed
Server: Blackburrow
Posts: 89
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Re: +crit bonus - how does it work?
The normal player crit level is 30%; +crit bonus just adds to that.
For example, +2% crit bonus would be a 1.32 modifier, rather than 1.30

3612 / 2736 is right about 1.32 (game rounded up from 3611.52)
Crit range would just end up as
Max+1 .. Max*(1.30 + b) -- where b is the bonus such that 2% = 0.02
giving you only a slightly higher top end, thus not much of a dps increase at all.
Edit: explaination from item dev:
http://forums.station.sony.com/eq2/p...436520#4865557
Crit bonus adds to the multiplier the same way.
Last edited by Yummy; 12-07-2008 at 05:05 AM.
Reason: added official forum link
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12-07-2008, 12:44 AM
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My style is celibate, I don't give a fuck.
Character: Davngr
Guild: Force Five
Posts: 1,824
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Re: +crit bonus - how does it work?
base critical dmg and crit bonus are two different things.
base crit dmg increases the dmg of your crits directly. crit bonus affects the multiplier.
so..
1000 dmg high end crit= 1300
add 10% base crit dmg = 1330
add 10 crit bonus and 10 crit base dmg= 1440
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12-08-2008, 05:03 PM
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Regular
Character: twisty
Server: Befallen
Posts: 108
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Re: +crit bonus - how does it work?
Yummy,
thanx for the link. Your example actually doesn't prove that it affects only top end, since Drain has no range, but I guess the link makes it definitive. That makes +crit bonus exactly half as valuable as in my calculations above, but it's still far from useless.
at below 50% effective crit, 1 bonus < 1 crit
at 50% effective crit (77% crit under 65% summoner rule), 1 additional Crit Bonus = 1 additional Crit.
at 75% crit (115% crit under 65% summoner rule, assuming you can go over 100% listed?), 1 additional Crit Bonus = 1.5 additional Crit.
at 100% crit (154% crit under 65% summoner rule, assuming you can go over 100% listed?), 1 additional Crit Bonus = 2 additional Crit.
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12-08-2008, 05:09 PM
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Regular
Character: twisty
Server: Befallen
Posts: 108
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Re: +crit bonus - how does it work?
Davngr,
I wording of your post is ambiguous and since your math doesn't add up, I can't figure what you meant.
can you please break down your calculations
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12-08-2008, 05:10 PM
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Done
Character: Calaglin
Guild: Dissolution
Server: Nektulos
Posts: 11,728
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Re: +crit bonus - how does it work?
Quote:
Originally Posted by Davngr
base critical dmg and crit bonus are two different things.
base crit dmg increases the dmg of your crits directly. crit bonus affects the multiplier.
so..
1000 dmg high end crit= 1300
add 10% base crit dmg = 1330
add 10 crit bonus and 10 crit base dmg= 1440
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Huh? What are you talking about? There is no such thing as 10 crit base damage, there is crit bonus, and base damage.
And anyway base damage >>>>>> crit bonus(if equal and you have 100% crit rate) and here's why:
1000 damage nuke, and you have the choice of 10 crit bonus and 10 base damage. 1430 if you take the base damage and crit, or 1400 if you take the crit bonus and crit.
__________________
Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest
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12-08-2008, 09:48 PM
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.
Character: Yummy
Guild: Nerfed
Server: Blackburrow
Posts: 89
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Re: +crit bonus - how does it work?
Quote:
Originally Posted by twisty
Yummy,
thanx for the link. Your example actually doesn't prove that it affects only top end, since Drain has no range, but I guess the link makes it definitive. That makes +crit bonus exactly half as valuable as in my calculations above, but it's still far from useless.
at below 50% effective crit, 1 bonus < 1 crit
at 50% effective crit (77% crit under 65% summoner rule), 1 additional Crit Bonus = 1 additional Crit.
at 75% crit (115% crit under 65% summoner rule, assuming you can go over 100% listed?), 1 additional Crit Bonus = 1.5 additional Crit.
at 100% crit (154% crit under 65% summoner rule, assuming you can go over 100% listed?), 1 additional Crit Bonus = 2 additional Crit.
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People who say that crits are only 65% effective for summoners are referring to the fact that a portion of our damage is our pet's who don't benifit from our gear, but once you start getting gear where you're close to 100% crit, the summoner themselves end up closer to 80% or more of thier overall dps.
Edit: as for effecting just the top end, say a spell hits for 500-1000
a regular crit would hit 1001-1300 (since 500*1.3 < max+1)
add 10% crit bonus, and you'ld be at 1001-1400 (since 500 * 1.4 is still < max+1)
so still keeping with the 10% bonus example, everything that would normally hit from the 500-714 range of 500-1000 (like 42% of the range) will hit for 1001 regardless of 1.3 or 1.4 crit multiplier
Of course, that is all based on some hypothetical 500-1000 range spell, and we really don't have anything with that big of a range (where the high hit is already 2x the low).. so the portion where multiplier doesn't matter will be much smaller than the 42% in that example - and yes often times 0 where the low-end of the range does increase too.
Last edited by Yummy; 12-08-2008 at 10:41 PM.
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