"Juzz;c-2019297" wrote:
The threshold for choosing one or the other is 29585 base damage using 6 dot mods
1 secondary flat max at 6 dot is a bit more than 50
1 secondary % at 6 dot is 1.69%
50/0.0169= 29585.79
So above that value % is better. Below that value + is better.
The threshold for actual secondary varies, but knowing the max can help to decide.
ummmm. No. Sorry.
Base damage has nothing to do with which is better.
Base damage comes from offense X ability damage multiplier.
Something could have a really low offense and a really high ability multiplier and reach your base damage threshold and still actually be better off using flat secondaries over % secondaries.
So using base damage is including a variable that confuses the issue. It's all about the physical or special damage stat (depending which your character is attacking with). As we can see the maximum secondary values for offense are as follows:
https://cdn.discordapp.com/attachments/491315586350186506/554018320828071938/image0.png
Which means that the breakpoint is at X * .0846 = 253 or 253/.0846= 2990.54
Now mods can not see increases from mods or stat gains from incomplete gear tiers. So if you are G12 +3 they won't see anything from the +3 only the G12 so when figuring out your current offense if you are in between gear levels it becomes necessary to add up the values on your currently equipped gear and subtract them from your physical/special damage to determine exactly where you are at.
2990 physical/special damage (not counting currently equipped gear pieces or mods) is the breakpoint at which offense % secondaries tend to be better than flat secondaries pound for pound.
The ability damage multiplier shouldn't be included since all offense modifies is offense. We should just look at the offense it can affect.
Now not all mod procs are even either so when comparing actual secondaries the offense breakpoint isn't as cut and dry as when calculating from maximums as I have just done, but the formula can be used for any values:
Physical/Special damage breakpoint = Flat offense secondary X Percent offense secondary (expressed as a decimal).
If your physical/special damage stat is higher than the breakpoint, the % is better. If it is lower than the breakpoint, the flat is better. If it is basically dead on, well compare the other stats.