Forum Discussion
- @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. "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.- 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 "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.- Base character has 150% CD, add a triangle it's 36% more meaning 186% CD, full set adds 30% bring CD to 216%
You're saying with a higher CD %, you also need a higher CC % to even out to offense, correct? Because that isn't how common sense says it works. You wouldn't need to Crit hit as often because your Crits that do land are doing +66% damage over a "normal" critical, which means you can land less crits to get the same total damage output.
Either way, I'm out. Too late for this much math. "DedrickRogue;c-1430652" wrote:
Base character has 150% CD, add a triangle it's 36% more meaning 186% CD, full set adds 30% bring CD to 216%
You're saying with a higher CD %, you also need a higher CC % to even out to offense, correct? Because that isn't how common sense says it works. You wouldn't need to Crit hit as often because your Crits that do land are doing +66% damage over a "normal" critical, which means you can land less crits to get the same total damage output.
Either way, I'm out. Too late for this much math.
Well that common sense is wrong. Because you didn't factor in the fact that you gain 10% offense (crit / non crit) by losing extra 30%. Sorry I don't want to convince you I don't need to. But don't just assume it's wrong and express it because you think it doesn't make sense.
Edit: do it this way, ask people around you who are good at math.(and preferably know stuffs about mods of SWGOH) You don't have to figure out yourself. They will tell you I'm right. It's not really difficult math. Not even. Not even using calculus, or integral or anything near that. It's just plain and simple +/-/×/÷. Just the words I added to explain it make it look long and difficult.- Speed secondaries and a speed set is best.
- crzydroidRetired HeroI think when you hold primaries and secondaries as equal and look at just the set bonus, the break even point is 33%.
Obviously on Nihilus lead Sith teams or when you're expecting to face a lot of crit immunity, offense is better as well. - @StarWars2nd , when your team is using specials, I believe that adds time to Thrawn and fractured toon. You want a fast Thrawn to apply stun/fracture/heal and dispel. Once he's in fracture mode, it will slow down due to the team's specials. Fast Thrawn is very good.
- @StarWars2nd , when empire allies use specials that will slow TM for both Thrawn and victim. Read ebb & flow.
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