Difference between revisions of "Damage Increase From Criticals"
m ((formatting)) |
m |
||
Line 6: | Line 6: | ||
I wanted to find out just how much that extra 1% chance to crit helped, so I did some calculations with Excel. I used my own numbers for the input but I also experimented with changing Dmg and Spd and it did not affect the overall change in damage percentage so these numbers should work for everyone. Assuming a critical hit does double the damage of a normal hit, I used the following variables and formulae: | I wanted to find out just how much that extra 1% chance to crit helped, so I did some calculations with Excel. I used my own numbers for the input but I also experimented with changing Dmg and Spd and it did not affect the overall change in damage percentage so these numbers should work for everyone. Assuming a critical hit does double the damage of a normal hit, I used the following variables and formulae: | ||
− | --D = average damage done with a weapon, this includes attack power | + | --D = average damage done with a weapon, this includes attack power <br> |
− | --S = weapon speed in seconds | + | --S = weapon speed in seconds <br> |
− | --H = Haste factor (1-Haste%, i.e. 10% haste = 0.9) | + | --H = Haste factor (1-Haste%, i.e. 10% haste = 0.9) <br> |
− | --C = % chance to score a critical hit | + | --C = % chance to score a critical hit <br> |
− | --DPS = D/S | + | --DPS = D/S <br> |
− | --HDPS = D/(S*H) = Hasted DPS | + | --HDPS = D/(S*H) = Hasted DPS <br> |
− | --Unmodified DPS increase = (((DPS*100)+(DPS*C))/100)/DPS*100 **0% critical chance is equal to 100% of your unmodified damage | + | --Unmodified DPS increase = (((DPS*100)+(DPS*C))/100)/DPS*100 **0% critical chance is equal to 100% of your unmodified damage <br> |
− | --Deep Wounds Rank 1 = (((DPS*100)+(DPS*C*1.2))/100)/DPS*100 **For every crit, add 20% weapon damage, 40% & 60% for Ranks 2 & 3 | + | --Deep Wounds Rank 1 = (((DPS*100)+(DPS*C*1.2))/100)/DPS*100 **For every crit, add 20% weapon damage, 40% & 60% for Ranks 2 & 3 <br> |
− | --Flurry Rank 1 = (((DPS*100)+(DPS*C)+((((D/(S*0.9))-DPS)*3)*C))/100)/DPS*100 **For every crit, find the % damage increase per hasted swing and multiply x3 | + | --Flurry Rank 1 = (((DPS*100)+(DPS*C)+((((D/(S*0.9))-DPS)*3)*C))/100)/DPS*100 **For every crit, find the % damage increase per hasted swing and multiply x3 <br> |
− | --Flurry Rank 5 & Deep Wounds Rank 3 = (((DPS*100)+(DPS*C*1.6)+((((D/(S*0.7))-DPS)*3)*C))/100)/DPS*100 **For every crit add the damage % increase from Deep Wounds and from Flurry | + | --Flurry Rank 5 & Deep Wounds Rank 3 = (((DPS*100)+(DPS*C*1.6)+((((D/(S*0.7))-DPS)*3)*C))/100)/DPS*100 **For every crit add the damage % increase from Deep Wounds and from Flurry <br> |
− | It is important to note that you will get diminishing returns from both Deep Wounds and Flurry, as their effects are time based. For example, if you crit while Deep Wounds is active, you will not receive the full potential bonus damage of the first activation as the second one will overwrite it. I cannot think of a way to compensate for this in a mathematical equation. I'm sure there is a way, but I'm also sure it's not worth the effort to figure it out. Just realize that the numbers for the higher crit percentages are a bit inflated because of this. And yes I know that I have more parantheses than the order of operations requires, but they help me to keep things organized and they never hurt if placed properly. | + | It is important to note that you will get diminishing returns from both Deep Wounds and Flurry, as their effects are time based. For example, if you crit while Deep Wounds is active, you will not receive the full potential bonus damage of the first activation as the second one will overwrite it. I cannot think of a way to compensate for this in a mathematical equation. I'm sure there is a way, but I'm also sure it's not worth the effort to figure it out. Just realize that the numbers for the higher crit percentages are a bit inflated because of this. And yes I know that I have more parantheses than the order of operations requires, but they help me to keep things organized and they never hurt if placed properly. <br> |
Vars | Vars | ||
− | Dmg 153.25 | + | Dmg 153.25 <br> |
− | Spd 2.50 | + | Spd 2.50 <br> |
− | DPS 61.30 | + | DPS 61.30 <br> |
.........|.unmodified.....|..........Deep.Wounds..........|..............Flurry......................................|.Flurry.Rank.5.& | .........|.unmodified.....|..........Deep.Wounds..........|..............Flurry......................................|.Flurry.Rank.5.& |
Revision as of 19:22, 3 February 2005
Ed. Archived from Gorthe's post on the official forums because those forums tend to eat the useful posts. - --Olon97 11:12, 2 Feb 2005 (MST)
I thought this might be of interest to some in the Warrior community.
I wanted to find out just how much that extra 1% chance to crit helped, so I did some calculations with Excel. I used my own numbers for the input but I also experimented with changing Dmg and Spd and it did not affect the overall change in damage percentage so these numbers should work for everyone. Assuming a critical hit does double the damage of a normal hit, I used the following variables and formulae:
--D = average damage done with a weapon, this includes attack power
--S = weapon speed in seconds
--H = Haste factor (1-Haste%, i.e. 10% haste = 0.9)
--C = % chance to score a critical hit
--DPS = D/S
--HDPS = D/(S*H) = Hasted DPS
--Unmodified DPS increase = (((DPS*100)+(DPS*C))/100)/DPS*100 **0% critical chance is equal to 100% of your unmodified damage
--Deep Wounds Rank 1 = (((DPS*100)+(DPS*C*1.2))/100)/DPS*100 **For every crit, add 20% weapon damage, 40% & 60% for Ranks 2 & 3
--Flurry Rank 1 = (((DPS*100)+(DPS*C)+((((D/(S*0.9))-DPS)*3)*C))/100)/DPS*100 **For every crit, find the % damage increase per hasted swing and multiply x3
--Flurry Rank 5 & Deep Wounds Rank 3 = (((DPS*100)+(DPS*C*1.6)+((((D/(S*0.7))-DPS)*3)*C))/100)/DPS*100 **For every crit add the damage % increase from Deep Wounds and from Flurry
It is important to note that you will get diminishing returns from both Deep Wounds and Flurry, as their effects are time based. For example, if you crit while Deep Wounds is active, you will not receive the full potential bonus damage of the first activation as the second one will overwrite it. I cannot think of a way to compensate for this in a mathematical equation. I'm sure there is a way, but I'm also sure it's not worth the effort to figure it out. Just realize that the numbers for the higher crit percentages are a bit inflated because of this. And yes I know that I have more parantheses than the order of operations requires, but they help me to keep things organized and they never hurt if placed properly.
Vars
Dmg 153.25
Spd 2.50
DPS 61.30
.........|.unmodified.....|..........Deep.Wounds..........|..............Flurry......................................|.Flurry.Rank.5.& Crit%.|.DPS.increase.|....Rank.1.|.Rank.2|.Rank.3|.Rank.1|.Rank.2.|.Rank.3|.Rank.4.|.Rank.5|.Deep.Wounds.Rank.3 0.00...|..100.00..........|....100.00.|.100.00.|.100.00.|.100.00.|.100.00.|.100.00.|.100.00.|.100.00.|...100.00 4.00...|..104.00..........|....104.80.|.105.60.|.106.40.|.105.33.|.106.12.|.107.00.|.108.00.|.109.14.|...111.54 5.00...|..105.00..........|....106.00.|.107.00.|.108.00.|.106.67.|.107.65.|.108.75.|.110.00.|.111.43.|...114.43 6.00...|..106.00..........|....107.20.|.108.40.|.109.60.|.108.00.|.109.18.|.110.50.|.112.00.|.113.71.|...117.31 7.00...|..107.00..........|....108.40.|.109.80.|.111.20.|.109.33.|.110.71.|.112.25.|.114.00.|.116.00.|...120.20 8.00...|..108.00..........|....109.60.|.111.20.|.112.80.|.110.67.|.112.24.|.114.00.|.116.00.|.118.29.|...123.09 9.00...|..109.00..........|....110.80.|.112.60.|.114.40.|.112.00.|.113.76.|.115.75.|.118.00.|.120.57.|...125.97 10.00.|..110.00..........|....112.00.|.114.00.|.116.00.|.113.33.|.115.29.|.117.50.|.120.00.|.122.86.|...128.86 11.00.|..111.00..........|....113.20.|.115.40.|.117.60.|.114.67.|.116.82.|.119.25.|.122.00.|.125.14.|...131.74 12.00.|..112.00..........|....114.40.|.116.80.|.119.20.|.116.00.|.118.35.|.121.00.|.124.00.|.127.43.|...134.63 13.00.|..113.00..........|....115.60.|.118.20.|.120.80.|.117.33.|.119.88.|.122.75.|.126.00.|.129.71.|...137.51 14.00.|..114.00..........|....116.80.|.119.60.|.122.40.|.118.67.|.121.41.|.124.50.|.128.00.|.132.00.|...140.40 15.00.|..115.00..........|....118.00.|.121.00.|.124.00.|.120.00.|.122.94.|.126.25.|.130.00.|.134.29.|...143.29 20.00.|..120.00..........|....124.00.|.128.00.|.132.00.|.126.67.|.130.59.|.135.00.|.140.00.|.145.71.|...157.71 25.00.|..125.00..........|....130.00.|.135.00.|.140.00.|.133.33.|.138.24.|.143.75.|.150.00.|.157.14.|...172.14 30.00.|..130.00..........|....136.00.|.142.00.|.148.00.|.140.00.|.145.88.|.152.50.|.160.00.|.168.57.|...186.57
These percentages do not reflect damage from special attacks or damage due to use of excess rage generated from critical hits.
(Ed. From Redkin's post on the same thread)
+7 str = +14 attack power = +1 dps (all player levels)
+25 agi = +1% crit (player level 60; at lower player levels, it takes less +agi)
+20 agi = +1% dodge (all player levels)
+1 agi = +2 armor (all player levels)