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Brazilian_Joe's avatar
10 years ago

30% offense up vs. 30% critical damage MOD SET buff

On MOD SET buffs:

30% critical damage seems to be pretty straightforward, it increases damage by 30%. but it only applies when a critical hit is well, a critical hit. assuming no other buffs in place, it would budge the damage needle from 150% to 180% every now and then.

Whereas the 30% offense up buff permanently moves the damage needle from 100% damage to 130% damage, all the time. And still get 180% crit damage!

Which means there is no reason to choose the critical damage up bonus over the offense up, ever.
Who balanced this thing? I want his job. In fact my 12 year old son can do better.

Even if you take a multiplicative approach (which would be very confusing) and buff critical damage by 30% of 150% you'd have ~ 45% extra damage around 20% of the time (bar other crit chance buffs), which is still not very good.

If those buffs are the sane, simpler, additive math, which they seem to be:

I think that the crit damage buff should be twice as much, like offense up +25%/critical damage up +50%. And even then the player would have to build a crit-worthy team to make the critical damage up bonus more effective than the offense up one.

4 Replies

  • The math isn't that simple.

    Offense% is purely from the toon's base stat. If you have a +40% offense and a couple flat +700 offense mods, the percentage only applies on the base not the other mods.

    Crit Damage would, however. If you have multiple offense mods, that all gets calculated before crit damage is calculated.

    Base offense * (1.4) + flat mods

    Or.

    (Base offense + flat mods) * crit damage

  • "slickdealer;551344" wrote:
    The math isn't that simple.

    Offense% is purely from the toon's base stat. If you have a +40% offense and a couple flat +700 offense mods, the percentage only applies on the base not the other mods.

    Crit Damage would, however. If you have multiple offense mods, that all gets calculated before crit damage is calculated.

    Base offense * (1.4) + flat mods

    Or.

    (Base offense + flat mods) * crit damage



    But can you confirm that crit mods build up on offense mods? I recall to have read that all mods draw from character base stats, not that they draw from each other.
  • "Brazilian_Joe;551358" wrote:
    "slickdealer;551344" wrote:
    The math isn't that simple.

    Offense% is purely from the toon's base stat. If you have a +40% offense and a couple flat +700 offense mods, the percentage only applies on the base not the other mods.

    Crit Damage would, however. If you have multiple offense mods, that all gets calculated before crit damage is calculated.

    Base offense * (1.4) + flat mods

    Or.

    (Base offense + flat mods) * crit damage



    But can you confirm that crit mods build up on offense mods? I recall to have read that all mods draw from character base stats, not that they draw from each other.


    Damage is calculated first, then a roll to see if you crit or not, then if you crit it applies all crit damage.

    This is why the mods are closer than they look on the surface. You will need spreadsheets to calculate when one is better than the other.

    My guess is the more flat +offense mods you have, the more raw crit chance you have, crit damage is actually better.

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