Forum Discussion
7 years ago
Allow me to further play into DarthEagames stereotype...
There are currently only 2 places to get Critical Damage from mods: the Critical Damage set bonus, and the Triangle Mod Primary Stat. That means there are four cases to compare . For comparison purposes, I assume all other stats are identical (which is obviously unlikely in reality because we don't all have identical mods lying around, but this is a theoretical exercise). The idea is hold everything else constant and compare the item in question to determine which on average gives more damage. I would not consider these numbers definitive by any means, there are many other factors to consider, but it's how the math worked out for me on average damage.
So for the purple case, lets assume we had two identical Triangle mods, except one has Critical Damage as the primary stat, and the other has Offense as the primary stat and you do not have a Critical Damage set bonus. All your other mods and mod bonuses are identical. Currently with 5A mods, if your critical chance is above 17.79%, it is on average better to use a Triangle mod with Critical Damage rather than offense. If we upgraded both of these mods to 6E mods, then your critical chance would have to be higher than 22.52% for the critical damage primary to yield more damage than the offense primary.
The green case repeats the purple case, but assuming you do have a CD set active.
For the orange case, lets assume we had two identical mod sets, except one is a Critical Damage set bonus and the other has an Offense set bonus and you do not have a critical damage primary on the triangle. All of the other stats and bonuses on all your other mods are the same. Currently with 5A mods, if your critical chance is above 40%, it is on average better to use a Critical Damage set than an Offense set. If we upgraded both of these sets to 6E mods, then your critical chance would have to be higher than 66.67% for the critical damage set to yield more damage, otherwise the offense set would be better.
The final blue case repeats the orange case, but assuming you do have a CD triangle.
Woodroward, unless I am misunderstanding how critical damage is applied (which is certainly a possibility, I by no means claim to have perfect knowledge of the game), base offense doesn't matter. To use the saying: a high tide raises all ships. If offense goes up, it increases critical and non-critical damage by the same percentage to their original values. It starts in the equation I used, but actually cancels out (see attached).
There are currently only 2 places to get Critical Damage from mods: the Critical Damage set bonus, and the Triangle Mod Primary Stat. That means there are four cases to compare . For comparison purposes, I assume all other stats are identical (which is obviously unlikely in reality because we don't all have identical mods lying around, but this is a theoretical exercise). The idea is hold everything else constant and compare the item in question to determine which on average gives more damage. I would not consider these numbers definitive by any means, there are many other factors to consider, but it's how the math worked out for me on average damage.
So for the purple case, lets assume we had two identical Triangle mods, except one has Critical Damage as the primary stat, and the other has Offense as the primary stat and you do not have a Critical Damage set bonus. All your other mods and mod bonuses are identical. Currently with 5A mods, if your critical chance is above 17.79%, it is on average better to use a Triangle mod with Critical Damage rather than offense. If we upgraded both of these mods to 6E mods, then your critical chance would have to be higher than 22.52% for the critical damage primary to yield more damage than the offense primary.
The green case repeats the purple case, but assuming you do have a CD set active.
For the orange case, lets assume we had two identical mod sets, except one is a Critical Damage set bonus and the other has an Offense set bonus and you do not have a critical damage primary on the triangle. All of the other stats and bonuses on all your other mods are the same. Currently with 5A mods, if your critical chance is above 40%, it is on average better to use a Critical Damage set than an Offense set. If we upgraded both of these sets to 6E mods, then your critical chance would have to be higher than 66.67% for the critical damage set to yield more damage, otherwise the offense set would be better.
The final blue case repeats the orange case, but assuming you do have a CD triangle.
Woodroward, unless I am misunderstanding how critical damage is applied (which is certainly a possibility, I by no means claim to have perfect knowledge of the game), base offense doesn't matter. To use the saying: a high tide raises all ships. If offense goes up, it increases critical and non-critical damage by the same percentage to their original values. It starts in the equation I used, but actually cancels out (see attached).
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