Forum Discussion
7 years ago
"ImYourHuckleberry;c-1625658" wrote:"Woodroward;c-1625654" wrote:"ImYourHuckleberry;c-1625641" wrote:"Woodroward;c-1625615" wrote:"ImYourHuckleberry;c-1625611" wrote:"Woodroward;c-1625605" wrote:"ImYourHuckleberry;c-1625602" wrote:Sorry i made a mistake in the representation. Let me correct it."Woodroward;c-1625589" wrote:
Detailed version:
(((Offense before mods - offense from currently equipped gear) * (1 + (.15 + .085 + .085 + .085 + .045 + .045 + .045) + 990 + offense from currently equipped gear)/ ((Offense before mods - offense from currently equipped gear) * (1 + ( .085 + .085 + .085 + .045 + .045 + .045) + 990 + offense from currently equipped gear) ) / ( 2.22 / 1.92 ) = crit chance breakpoint
If the result is over 1, offense is always better. If it is less than 1, that represents the % of damage the offense set will provide compared to what the crit damage set is capable of, so at that % of crit chance, the crit damage set will have the same average damage. At higher levels it will produce more damage on average.
Since this is determining for max offense secondaries, that leaves not a lot of room for crit chance. 1.5% for each mod + 8 for the 2 set bonus is 17% crit chance added to the character's base. If that will reach or surpass that breakpoint, then crit damage is the best possible damage set.
@Woodroward I'm not following this... Can you format your formula like I did for crzydroid?
Edit-typo
I can make it somewhat easier but don't ask me to substitute variables for the words they represent. That only makes it more confusing in my opinion. Get so far along, and oh wait, which part does this variable represent again? No, I just say what needs to be put in there.
1 - (((Panel offense - Offense from currently equipped gear) * 1.54 + 990 + offense from currently equipped gear) / ((Panel offense - Offense from currently equipped gear) * 1.39 + 990 + offense from currently equipped gear)) / (2.22 / 1.92)
The 1.54 is the % increase for 3 primaries, 3 max secondaries, and the set. The 990 is the flat increase for 6 flat secondaries. the 1.39 is the % offense increase from mods not including the set.
I think both you and crzydroid are adding offense %ages. So I take it the offense % is additive (i.e. Having 2 8. 5% primaries, would be 8.5% + 8.5% instead of multiplicative 1.085 times 1.085 minus 1)?
Correct. All offense %s on mods are based off of panel damage - damage on currently equipped gear. Chirrut for instance has 3073 physical damage. 185 of that is from G12 gear.
The offense will be (3073 - 185) * (1 + ((15 + 8.5 + 8.5 + 8.5 + 4.5 + 4.5 + 4.5) / 100) + 990 + 185 = 5622 The offense set provides 433 of this physical damage.
5622 / (5622 - 433) = 1.083
The offense set is providing an 8.3% increase in damage for a maxed Chirrut with maxed offense once new mods come out.
Thank you.
Does crit dmg calculate off of the 3073 physical dmg or the 5622 figure?
Crit damage is based off of the figure after offense from mods is included. In this case it would be the 5622-433 number (since the 433 comes from the offense set).
With my dewy the dunce math, my results are following crzydroid's formula more closely.
The 75% breakpoint is for average offense secondaries and primaries rather than maxed. The formula I gave you was for maxed offense secondaries and primaries. The higher these are, the lower the breakpoint will be. If you do the math without counting offense secondaries at all, it ends up around ~90% crit chance as the breakpoint.
With maxed offense secondaries you end up with something close to 55% crit chance as the breakpoint. this will vary a lot depending on how much offense they get from currently equipped gear. Chirrut only has 185 offense from current gear, but Death Trooper has nearly 500 damage from current gear. Because of this, the offense set will always provide a smaller increase for Death Trooper than Chirrut, the end result of which is that he will always have a lower crit chance breakpoint than Chirrut as well.
The rule of thumb is usually used for average. So for average mods, the breakpoint is generally going to be around 75%.
1 - (((Panel offense - Offense from currently equipped gear) * 1.54+ 990 + offense from currently equipped gear) / ((Panel offense - Offense from currently equipped gear) * 1.39 + 990 + offense from currently equipped gear)) / ( 1 - (2.22 / 1.92))
is for max. For average mods, we can take those figures for offense and more or less cut them in half. so it would be
1 - (((Panel offense - Offense from currently equipped gear) * 1.34 + 495 + offense from currently equipped gear) / ((Panel offense - Offense from currently equipped gear) * 1.19 + 495 + offense from currently equipped gear)) / (1 - (2.22 / 1.92))
Let's again use Chirrut as an example: The offense will be (3073 - 185) * 1.34 + 495+ 185 = 4550. The offense set still provides 433 of this damage.
4550/ (4550 - 433) = 1.105 or a 10.5% increase in damage.
10.5 / (1 - (222/192)) * 100
10.5 / 15.6 = 0.67307692307692307692307692307692 or 67% crit, In this example I actually included more secondary offense than when I calculated the 75%, but this is still well over the 50% crit chance breakpoint that can only be reached with amazing mods. 75% is rule of thumb when comparing average sets.