Basically, the formula for crit dmg vs offense is quite easy for most toons.
"crzydroid;c-1622663" wrote:
Ok, so I think some of the solutions have ignored the multivariate nature of the problem in favor of the stat of interest (be it cc or whatever). Some of these posts have offered the equation, but I will try to lay it out again here.
Let's call Base offense b, offense primary percent z, flat offense from mods and equipped gear y, offense from in-game bonuses o, damage multiplier m, critical chance c, and total critical damage bonuses from crit damage triangle and in-game abilities x.
If you are lost already, scroll to the bottom.
If I'm not mistaken about game mechanics, unmitigated damage with an offense set would be:
(1.15b +zb+y)om (1-c) + (1.15b+zb+y)omc (1.5+x),
and with a crit damage set instead would be:
(b+zb+y)om (1-c)+(b+zb+y)omc (1.8+x).
The om term is multiplied through every piece, so that drops out in the simplification of the expression. While I can provide the next steps of the simplification and gathering of terms, in order to make this easier to read, I urge you to do it on your own and we can post here if I made a clerical error.
So simplifying those two expressions and setting them equal to one another, I come up with:
1-1.5c- 2cz-(2y/b)c+cx =0.
This represents the break even point for determining if an offense or critical damage set would be better in a given situation. If the expression on the left is positive, offense will be better; if negative, cd will be better. Note that this is not a compensatory model--simply increasing one variable, such as cc, will not consistently favor one set across the board. For example, even with a cc of 1.00, for low values of offense from mods but high crit damage bonuses, offense will be better. However, adding more offense from mods and gear can then make cd better again.
Some quick rule of thumb checking: when c =0, we wind up with: 1 =0. The expression will be positive and offense will be better. If c =1.0, we have -0.5-2z-(2y/b)+x =0, and we can see that there can be values for which this is positive and favors offense like I explained before, for large positive values of y and z or low values of x, the expression will be negative and favor cd (with no offense bonuses from mods and gear, we would need cd bonuses of greater than 0.5 to favor an offense set).
If we would like to solve for an particular variable, such as cc, we may do so:
c = (1)/(1.5+2z+(2y/b)-x).
Pulling numbers out of the aether, if we have a base offense of 2500, flat bonuses from gear and mods of 400, two 5.88% primaries, a 36% cd triangle and no in-game cd bonuses, we have c = 0.5899. Noting that in moving the offense portions of the equation to the other side of the inequality, we flipped the qualifications for the left hand side (now cc) for favoring one set over the other. So as you would intiut, a critical chance greater than 0.59 would favor a cd set, whereas a cc less than that value would favor offense. This can be checked by plugging these values, along with a cc either above or below the cut-off, into the original equation.
Of course, there remains the problem of for any particular set, offense secondaries from mods will change. So if you're limited in the mods you have to work with, you may just want to see what offense comes out to in each and calculate which would be better.
I think you made a mistake somewhere. Either that, or I did. But I cannot derive your simplified expression from the top 2. I get:
(0.225 - 0.15x + 0.3z)c = 0.15 - 0.3yc/b
Before we delve into how this works, my conclusions are roughly the same as Train's, but my math takes your "full form" equation into account.
TLDR: use an offense set with a crit damage triangle on most attacking toons. On low crit chance toons (under 55%) use offense triangles. On very high crit chance (over 85%) use crit damage sets.
So working from this formula, we see that b is mostly irrelevant except for calculating the skewing effect towards crit damage of flat offense bonuses (from g12 and mods). I am going to discard this effect for the sake of simplicity of a general formula, but to get the true effect for a toon, you will indeed need to know its base offense and the flat offense bonuses from gear in order to calculate it exactly.
Another thing I am going to discard is the crit damage triangle and character-based crit damage bonuses. We will add the crit damage triangle in later, but lets first calculate without. That gives:
(0.225 + 0.3z)c = 0.15
Now, z we will also play around with in a bit again in order to compare the crit damage and offense triangles, but for now assume this is only a square mod, giving a 5.88% boost (using 5dot mods for now). This gives:
0.243c = 0.15
In other words: without an offense triangle OR a crit damage triangle, the breakeven point for the two sets is at 62% crit. At lower crit% offense is better, and at higher crit damage. Just for kicks and giggles, lets see how this is modified by base and flat bonus offense on a real toon:
Han Solo on gg has 2559.6 physical damage.
G12 give him another 190. The mods I have on him give him an extra 120, so that is a total of 310. So the real breakeven point is:
(0.243 + 0.3*310/2559.6)c = 0.15, or at: 54%.
So the amount of +dmg from gear and mods does make a difference, and you have to take it into account, but I don't know the average values for these. I don't think Han is in any way average. If there is no bayonet at g12, or you have less flat +dmg on your mods, it has less effect. If you have more damage pieces at g12 (e.g. wampa) and more flat offense mods, it has more. And finally, low base damage toons will be affected more by this than high base damage toons. According to GG, Han solo is ranked quite low for base damage (115th or so), so flat offense pieces have a relatively large impact.
Even so, I wouldn't expect a crit damage set to ever be better than offense until at least a 50% crit chance, and for most toons significantly more. Not counting triangle mods.
Now, the triangles. I told you x and z would come back into play ;)
Given that triangles will be some of the first pieces people will take to 6dot, I will assume 6dot values for them, so crit damage: 42% and offense 8.5%:
Lets start with crit damage triangle, which makes our formula:
(0.243 - 0.15*0.42)c = 0.15
0.18c = 0.15, or at ~83% Of course, the above caveat from adding in the flat offense factor back in still applies, so for those toons who can get their crit chance up exceedingly high, it's worth it, but in general this combo is best reserved for the very crit heavy attackers. For instance, if you loaded Han up with crit chance secondaries and give him his self-buff, going full crit damage might be worth it, especially for things like your Chex mix team. But most toons, most of the time, will benefit more from offense set and crit damage triangle.
Now for the offense triangle:
(0.225 + 0.3(0.0588 + 0.085)c = 0.15
0.268c = 0.15, or 56% This crit chance is more accessible for most toons.
So we know the extremes. If you have a crit chance lower than 55% run offense set with offense triangle. If you have a crit chance higher than 83% run crit damage set with crit damage triangle. But what happens in between (aka: most of our toons). For that we have to return to the original formula before simplifying, because z and x aren't the same anymore on both sides of the equation. We get:
0.0642b + 0.192bc + 0.12yc = 0 AKA never. crit chance (or base damage) has to be below 0 for this equation to hold. That means that for any positive crit chance, it is better to have an offense set with a crit damage triangle than a crit damage set with an offense triangle. So for most toons, use an offense set with crit damage triangles. How big of a difference it makes, depends on all those other pesky modifiers. I am not going to hazard a guess. In general, they will be fairly close, so don't sweat it too much if you still want to use your crit damage sets with good speed. But offense sets are clearly better now.
NOTE: with the changes to crit chance set and triangle, these might also be worthwhile now as alternatives. I have not done the math on this.
Edited for language. - EA_Cian