Forum Discussion
7 years ago
The long drawn out but entirely accurate formula on how to compare is as follows:
in match effects
crit damage set stats
offense set stats
100 / ((100 / (186 / 30)) * (100 / (Base offense - Applicable damage from Current gear) * (1 + total %offense from primaries and secondaries: expressed as a decimal) + total flat offense secondaries + Applicable damage from Current gear) / ((Base Offense - Applicable Damage from Current gear) * 105.88 + Applicable damage from current gear)) / ((100/(1 - (Base Offense - Applicable damage from current gear) * (1 + total % offense from primaries and secondaries: expressed as a decimal) + total flat offense + (base offense * .1) + Applicable damage from Current gear) / ((Base offense - Applicable damage from current gear) * 105.88 + Applicable damage from current gear))) - %Crit Chance increase from Buffs and Abilities = Critical chance breakpoint
Applicable damage from current gear is either special or physical damage on gear that you have equipped that you can still examine. Which one to subtract and then re-add depends on which type of damage the character uses.
When it comes down to it, you can't just analyze crit damage mods vs. offense mods, too many variables are left out that can prove the math you get by looking at them in a sandbox wrong. We have to examine each set of mods individually to see which is better. There is only one blanket rule for crit damage vs offense mods: any leader or other abilities/buffs that that end up giving +30% crit chance or more automatically make crit damage better.
If the crit damage set of mods you are examining has a crit chance above what the breakpoint is when combined with your character's base crit chance, then it is better than the offense set you were comparing it to as far as total damage output goes. If it is below it, the offense is better. If it is an exact match, then neither is better.
EDIT: corrected in game effects positioning and importance, tweaked the math, explained the formula better.
in match effects
crit damage set stats
offense set stats
100 / ((100 / (186 / 30)) * (100 / (Base offense - Applicable damage from Current gear) * (1 + total %offense from primaries and secondaries: expressed as a decimal) + total flat offense secondaries + Applicable damage from Current gear) / ((Base Offense - Applicable Damage from Current gear) * 105.88 + Applicable damage from current gear)) / ((100/(1 - (Base Offense - Applicable damage from current gear) * (1 + total % offense from primaries and secondaries: expressed as a decimal) + total flat offense + (base offense * .1) + Applicable damage from Current gear) / ((Base offense - Applicable damage from current gear) * 105.88 + Applicable damage from current gear))) - %Crit Chance increase from Buffs and Abilities = Critical chance breakpoint
Applicable damage from current gear is either special or physical damage on gear that you have equipped that you can still examine. Which one to subtract and then re-add depends on which type of damage the character uses.
When it comes down to it, you can't just analyze crit damage mods vs. offense mods, too many variables are left out that can prove the math you get by looking at them in a sandbox wrong. We have to examine each set of mods individually to see which is better. There is only one blanket rule for crit damage vs offense mods: any leader or other abilities/buffs that that end up giving +30% crit chance or more automatically make crit damage better.
If the crit damage set of mods you are examining has a crit chance above what the breakpoint is when combined with your character's base crit chance, then it is better than the offense set you were comparing it to as far as total damage output goes. If it is below it, the offense is better. If it is an exact match, then neither is better.
EDIT: corrected in game effects positioning and importance, tweaked the math, explained the formula better.
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