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- It would be:
Offense bonus vs cd increase times cc chance
So 10% offense bonus < 30% cd increase above ~33.334% - With crit immunity almost everywhere now I think offense is more relevant more base damage. But it’s just choice
- @evanbio
The reality is that most characters at max gear can reach 50% crit chance quite easily.
Characters like Raid Han, where i have 65% crit chance + 10% from zeta, plus 10% from r2, so he seems to crit on every attack. Similary, CLS in offense mode can reach 100% crit chance. Biggs special attack uses 3 people to attack all with 100% crit chance.
So for high crit chance characters like this, crit damage mods actually give them much more than offense mods can do. - @Mobewan - thank you! That was a clear and succinct explanation. I appreciate it!
"Moroveus;c-1430210" wrote:
@Mobewan - thank you! That was a clear and succinct explanation. I appreciate it!
That's the way @Mobewan rolls - always helpful, sensible and informative.- I haven't unlocked crit damage mods. Way too much to do for jawas to be worked on. I have found that modding a toon like wedge or Raid han with an offense set with 2 offense primaries and a crit damage triangle does basically the same damage in the end
- Depends on your CC.and whether you have CD primary on triangle.
1) No CD triangle (150% CD & 10% Offense vs. 180% CD)
Well the expected damage output of the former is 1.1 times the original one.
The original expected value for damage
= Base dmg + (CC × 0.5× Base dmg).
Offense mod make it 1.1×
so
= 1.1 Base dmg + (CC× 0.5×1.1×Base dmg)
= 1.1 Base dmg + (CC×0.55×Base dmg)
CD mod makes it like this
=Base dmg + (CC× 0.8× Base dmg)
Which is bigger?Situational
Offense mod case - CD mod case
= 0.1 Base dmg - (CC ×0.25 × Base dmg)
if this is >0, Offense wins. <0, CD wins
so if 0.1>CC×0.25
in other words, if your crit chance is lower than 40%, offense mod is better.
If crit chance is 40%: indifferent.
If CC is over 40%, CD mod.
But this is when your triangle primary is not CD
2) Your triangle primary is 36% CD
(186% CD & 10% Offense vs. 216% CD)
Well the expected damage output of the former is 1.1 times the original one.
The original expected value for damage
= Base dmg + (CC × 0.86× Base dmg).
Offense mod make it 1.1×
so
= 1.1 Base dmg + (CC× 0.86×1.1×Base dmg)
= 1.1 Base dmg + (CC×0.946×Base dmg)
CD mod makes it like this
=Base dmg + (CC× 1.16× Base dmg)
Which is bigger?Situational
Offense mod case - CD mod case
= 0.1 Base dmg - (CC ×0.214× Base dmg)
if this is >0, Offense wins. <0, CD wins
so if 0.1>CC×0.214
in other words, if your crit chance is lower than (100/214)*100%, offense mod is better.
If crit chance is (100/214)*100%: indifferent.
If CC is over (100/214)*100%, CD mod.
this is when your triangle primary is 36% CD - (100/214) * 100% is about 46.73%.
So to sum it up:
1) your triangle primary =/= CD
then 40% is the turning point.
If your overall CC is over 40%, CD set is better. If lower, Offense set is better
2) your triangle primary = 36% CD
then 46.73% is the turning point.
If your overall CC is over 46.73%, CD set us better. If lower, Offense set is better
3) your triangle primary = 1~4* CD primary,
then somewhere between 40% and 46.73% is your turning point. - Which mean for characters like R2, Offense set is better than CD set, unless when under Jedi Rey lead. And those characters who rely on special damage, generally special CC is tad lower than physical CC so offense mod for them as well.
"Anakin_Skywalker;c-1430620" wrote:
(100/214) * 100% is about 46.73%.
So to sum it up:
1) your triangle primary =/= CD
then 40% is the turning point.
If your overall CC is over 40%, CD set is better. If lower, Offense set is better
2) your triangle primary = 36% CD
then 46.73% is the turning point.
If your overall CC is over 46.73%, CD set us better. If lower, Offense set is better
3) your triangle primary = 1~4* CD primary,
then somewhere between 40% and 46.73% is your turning point.
I'm not exactly the best at math, but I think your numbers are reversed.
You're saying assuming an even potential Offense, if you deal more Crit Damage, you need a higher Crit Chance to break even, which strikes me as backwards. You'd be able to Crit hit less often since the extra 36% Crit damage would make up for some missed critical hits, not the opposite.
Either I'm reading this wrong or you were supposed to subtract the 6.73% from 40, not add it.
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