"crzydroid;c-1623390" wrote:
If I understand your method correctly, you would take 1.8/1.65 = 1.09. Since you cannot have greater than 100% cc, I'm guessing you would either go with 9% cc, or perhaps 91% if you reverse the equation, and these seems more consistent with your previous assertions. Neither, of course, would be correct.
I actually use this type of equation to determine the % damage increase that the crit damage set represents, not the crit chance breakpoint. Without figuring out the % damage increase, one can not determine the crit chance breakpoint though.
The reason I say it revolves around the crit chance breakpoint is because of comparing the % damage increase.
Now if the % damage increase is higher in offense than crit damage, it's a no brainer, because offense is constant, and crit damage is only occasional.
But if the % damage increase is higher in crit damage than the offense, it remains to be determined what % of the damage the crit damage set is capable of that the offense set can reach. If the offense set's % increase is 77% of the % damage increase of the crit damage set, then the breakpoint where the one is better than the other is where the crit damage set can provide it's maximum damage increase 77% or more of the time on average, or at 77% crit chance.
To put it in an equation I would take (1 - ((base offense + mod secondary/primary offense + Offense set offense) / (base offense + mod secondary/primary offense))) / (1 - ((crit damage with set and triangle) / (crit damage with triangle))) If the result is greater than 1, offense is just better. If it is less than 1, that is the crit chance percentage at which the crit damage set is better.
In so doing I convert each gain to an in match % damage increase and can then compare those values to determine the relative value and what the final tuning point to be considered is... crit chance.
Because no matter how it turns out, the result will either be: Offense is just better,
or: Crit damage CAN be better, but only if crit chance is....
As for whether in match offense effects affect offense more than crit damage, I must concede the point. I somehow visualized them as separate entities in my head ( I create structures in me head for equations), and my stubbornness didn't allow me to recognize it earlier.
But crit chance breakpoint is more than just a variable in the equation, it is the final one. I have conceded other points, but there's no way that you are even close to correct in saying "This ratio does not seem at all related to critical chance." It's all about the crit chance in the end. By trying to include the crit chance in the equation itself, instead of just making it what you are solving for, you are just muddying the waters and producing an incorrect result.
You are also not correct that comparing the lines is setting them in an equality/inequality. In order to set them in an equality/inequality, you'd have to know if one is greater, less, or they are equal. That's what you are comparing them to find out. In other words you can NOT set them in an equality/inequality until after they have been compared. In this instance, we never do because they end up being different parts of a formula on the same side of the equal/greater than/less than symbol. So this never becomes an equality/inequality.
There are some things that people may be able to outdo me on, but not comparison between offense and crit damage mods. Your math is unfortunately the goofy math here: " To simplify things, let's use current set bonus numbers and ignore offense bonuses from other mods. 1.1*1.5 = 1.65, so for the offense set equation, we have 1.65 (c)+1.1 (1-c). The CD set is 1.8 (c) + (1-c). You might brute force these two equations to find that a value of c= 0.4 yields a result of 1.32 for each equation." This is goofy. It isn't helpful. You're leaving out factors that matter (like offense from mods), but including ones that don't (like the crit multiplier for the offense set).
The offense set provides the same % damage increase whether or not it is a crit. This means that we don't even have to consider crits when determining % damage increase on an offense set, The only important factors to consider are end offense, and all offense - offense from offense set. To use 1.1 as a multiplier representing offense is very disengenuous. It only adds 10% of base offense - damage on current gear. It will never ever ever actually represent 10% of even base offense. It is always less than 10%. If you want to make the offense part of the equation easier, change that % to a flat increase, but definitely don't ignore offense from mods besides the set, that's a pointless piece of math. So to determine the offense % damage increase, the
perfectly accurate formula is 1- ((Base offense + mod offense + set offense) / (Base offense + Mod offense))
The perfectly accurate formula for determining what % damage increase the crit damage set is capable of is 1- (crit damage with set and triangle / crit damage with triangle). This is how much it increases the damage of a crit. We have to worry about crits for this side because it only affects crits.
So, if the % increase from the crit damage set registers as more, then that means it CAN be more if you can crit enough to make the % value more.
If offense set % damage increase is 77% of crit damage set % damage increase, then if I crit 77% of time with the crit damage set, it will equal the damage gain from the offense set. If my crit chance is 78% I will actually do more damage with the crit damage set. If it is 76% I will do less.
Trying to find the exact flat numbers is needlessly overcomplicated and leaves much more room for error. Better to create a ratio with only the gains (% gains, not flat gains so as to keep it entirely accurate and simple) and use it to determine the breakpoint, which is based on crit chance.
EDIT: Fixed Math