Forum Discussion
crzydroid
7 years agoHero (Retired)
"Aluxendr;c-1625070" wrote:
Lol. The best part about this thread is that you guys are trying to minmax on a game that is COMPLETELY nonhomogeneous. Almost every damage dealer either has some boost to stats that changes how they stack stats (self buffing crit damage, or offense up, or stacking offense of health converting to offense or whatever) in addition to risk/rewards for stacking stats (incurring a taunt for critting, taking an extra attack, clearing debuff on a critical, reducing cooldowns on a critical, inflicting specific debuff on a critical, etc.). That's not even taking into account that for at least 60% of all characters, crit dmg/offense are not your go to set.
The real, honest truth is that every character needs individual consideration, and has best in slot stats that interact with abilities, especially the newer characters.
If you guys want a real hard and fast rule, it's this: use crit damage on characters that yield high crits (wedge, CLS, FOE, Rey, etc). This will naturally spike their peak damage, and make for more interesting and exciting gameplay. Save your good crit dmg sets for them, and use offense on anyone else.
Welcome to the discussion.
Yes, it has been a general rule of thumb to put cd sets on characters that crit a lot. But this thread started because of the question as to how the new set bonuses and 6e mods would affect the decision making process.
Since offense sets are multiplicative and crit damage sets are additive, there's a level of crit damage from other sources for which the cd set does not provide as much of an increase relative to the offense set, even for characters who have high or maximum critical chance. This is true under the current system; however, the threshold is unlikely to be reached with current sources of bonuses (maybe Asajj Ventress could reach it after enough deaths).
The new bonus for offense sets, however, decreases that threshold. Simultaneously, slicing a critical damage primary mod to 6e provides mre distance towards reaching the threshold.
The balance to this is that Woodroward pointed out that offense set bonuses only apply to base offense. Therefore, the more offense you add from mods, the more the threshold increases again. Furthermore, those offense values can be sliced as well, further raising that threshold back up.
So the thread is about how, if at all, are the situations where you use one set over the other changed by these new mods.
Of course, as you can see from some of these later responses, some people will just keep on playing the way they play and having fun.