Forum Discussion
crzydroid
7 years agoRetired Hero
"CoverlessSkink;c-1623509" wrote:
I understand that generalizing is important, but wouldn’t it be easier to just throw several sets with different mod compositions on whoever you’re modding (without confirming each mod at first, to save credits), then take overall damage=(1-cc)*(total physical damage with mods added) + (cc)(total physical damage with mods)(cd)? Then you have an overall damage value for each set, and you can confirm the combination of mods which give the highest? You could even add in a speed component/factor if the speeds for each set don’t match exactly..
I think this is what it boils down to anyway, because you are going to have different secondaries on the mods you have available. If you have buffs that add to critical damage, you may also have to estimate the percentage of the turns those buffs would be on.
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