Re: Quantifying 1% of spell crits
OK, so i started doing some math, spent a few minutes on it, and decided fuck that.
With the Ice Nova example you have given in the OP, the average crit is not 10000, infact, that is below the minimum crit that a spell would hit with that damage range. The actual average crit for that spell (as I understand crits to work) would be 10693.01 (I am sure the .01 is important to someone, and if so, I can tell you that it is actually 10693.00772, i stopped at that point...).
Now, the average damage that this spell would do over 100 casts with no crits is obviously 7500, but if the caster had 1% crit, the average would then be 7531.9. An average of 31.9 points of damage more per cast.
If someone out there has Ice Nova doing a maximum damage of exactly 10000 (without any BoE effects or such) the minimum damage they will be doing is 5385. This is a much better number to work with, as it is the ratio of the majority of sorcerer spells (7/13).
Using this number, we get an average of 7692.5 from non crits, and 10748(.68254) from crit hits. Over 100 casts, with 1% crit, that averages out at 7723.06 per hit. So we gain 30.56 per cast of this spell, or an increase of less than 0.4% of what we would have had if that 1% of crit was not there (incidently this is very close to the thread I linked...).
Since the main factor in determining the value of +crit is the ratio of a given spell or weapon, and most of our spells are the same ratio, the above holds true for most of our spells. Surging Tempest, Iceshield and Fusion are some notable exceptions to this, as crits are worth less in terms of % of damage gained with these spells, due to a smaller damage range.
Every single one of our spells with a 7/13 damage ratio will see the same increase, so in order to quantify 1% crit from those spells, just figure out which spells you cast that have a 7/13 damage ratio and add 0.4% to that number per percent of crit you have/want, then guess the rest (guess low for the rest).
Incidently, effects like BoE will increase the value of crits, and procs will decrease the value. Its not by any amount that would make a diffrance in gear you would chose, but its worth noting.
I'm sure there are mistakes in there somewhere, and its not a full answer to the OP, but its a good start.
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