Scaling x by a factor of k and y by a factor of 1/k is just moving along this level curve.ĭirectional derivative and direction of steepest ascent: The gradient vector of f(x,y) is obviously, meaning that the fastest way to increase f(x,y) is to go along the line x = y. If you have +0% crit damage on weapons, the highest you can get is only +250%.įirst, take the hyperbolic function f(x,y) = 1+xy and look at 2 things,Ĭ = 1+xy behaves basically like y = 1/x i.e. Theoretically with dual wielding you can get up to +650% damage on critical hits (not including unique bonuses from legendary items). The best crit damage will come from weapons (up to +100% on weapon iteself with a socket of up to 100%). Gloves can give up to +10% chance and up to +50% to crit damage. From the example above, going from a base of 102.5% effective damage up to 112.5% or 122.5% is an increase of 10% or 20%.īe aware of what items can give you because you can get more value out of some items. Going from base values and adding 20% crit chance is equivalent to adding 200% crit damage, but adding 10% chance and 100% damage yields double the bonus to your "effective damage". Going for a mixed balance of critical chance and critical damage will provide higher damage output than maxing one or the other. (adding +20% chance or +200% damage to base):īut what if you added 10% to base and 100% to damage? Taking that example, if you add another 10% chance or 100% damage to what you already did. Example:įrom base, lets say you add either 10% chance or 100% damage: However, I will show below how, from balanced values, it is twice as beneficial to get +10% crit chance and +100% to crit damage rather than just getting +20% in crit chance or +200% increased critical damage. You start off with a base of 5% crit chance and +50% damage giving you effectively an average "effective damage" of 102.5% damage.Īdding 10% crit chance will always give you the same bonus to effective damage as +100% to crit damage disclaimer: this is only true when your critical chance and critical damage are proportionately equivalent (e.g. TL DR: simplified: 1% chance = 10% damage, keeping them even gives double the bonus.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |