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Crit chance and damage cap. Leave a Reply. Or is the other way to calculate is to know your expected critical damage modifier and critical chance, calculate the overall critical multiplier and see which one performs better for your given setup. Assuming 59% crit chance without Thief and 70% critical damage without Shadow (13.7% crit damage.
Crit chance cap is definitely at 100% as it doesn't make sense to raise it further than that regardless. I'm not so sure about crit damage modifier tho, iirc there's no cap at all but you can only reach up to x increase only. The base modifier is 1.5x for anyone and can be reduced through impen and debuffs. Thanks. It's for a PVE build. I've created a mag-sorc with 70% crit chance. In fact, now that I ask, at what Crit-chance treshold is it better to change mundus stone from Crit-chance to Crit-damage? If Asayre's math is still on point (got it from the updated HotR post): Thief is better than Shadow when: Or is the other way to calculate is to know your expected critical damage modifier and critical chance, calculate the overall critical multiplier and see which one performs better for your given setup. Assuming 59% crit chance without Thief and 70% critical damage without Shadow (13.7% crit damage from fully golded out Divines gear Shadow and 10.7% crit chance from fully golded out divines Thief): Crit Chance PokemonCrit Chance ModsWith Shadow: 1 + (0.59 * (0.7 + 0.137)) ~= 1.494 damage increase from overall crits.With Thief: 1 + ( (0.59 + 0.107) * 0.7) ~= 1.488 damage increase from overall crits. In which case, the Shadow would perform (just a lil' bit) better. Validating using the formula from Asayre: 3/4 * 0.7 (Crit modifier) = 0.525, which is less than 0.59 (Crit chance), so Shadow is preferred. Comments are closed.
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