jeremy_higgsrwb17_ESO wrote: »by this logic possibly better for a sustained fight (pve bosses perhaps) but when your hits are limited a larger crit rating would likely provide a higher dps output in faster fights (e.g. pvp)
basedps * (1-Critchance) + (basedps * dmgMultiplier * critChance)
There are very detailed posts on Tamriel Foundry regarding Thief versus Shadow. IIRC, there is a hard line of about 50% crit chance when Shadow becomes better.
The maths are in those threads.
mousekime111rwb17_ESO wrote: »jeremy_higgsrwb17_ESO wrote: »by this logic possibly better for a sustained fight (pve bosses perhaps) but when your hits are limited a larger crit rating would likely provide a higher dps output in faster fights (e.g. pvp)
Only in PVP I'd personally disregard crit chance due to high numbers of players running impenetrable.
mousekime111rwb17_ESO wrote: »Thief stone - 7 piece purple divines + other gear - 65.2% crit chance.
Crits deal 155% Damage (Nightblade passive)
Assume 1000 hits of 100 damage - Assume also that 652 of these hits critically strike - on average this will be true.
Critical strikes deal 55 bonus damage
Net result is 1000*100+652*55 = 135860
Shadow stone - 7 piece purple divines + same gear as previous scenario - 58% Crit chance.
Crits Show to deal 72% bonus damage.
Assume 1000 hits of 100 damage - Assume also that 580 of these crit.
Critical strikes deal 72 bonus damage
Net result is 1000*100+580*72 = 141760
Difference after 1000 hits of 5900 damage - this is a 4.3% increase to DPS so not a huge deal, but every little bit counts!
Even with the really simple calculation ,say you get just 4 more damage per attack from going infused.
Going for divines+ Shadow really makes sense only if you are going for one of the builds that always crits no mater the crit rating like the Streak stealth 2H sorc. Otherwise both divines and shadow are pretty bad.
I don't think this was intended to be a look at total DPS but a focused look at crit chance VS crit damage. Sure, perhaps it could use with some sensitivity analysis with number of pieces at divines. You have tons of factors going into total DPS, that it's generally good to break it down into A vs B tests and consider all other factors equal.
The difference in ultimate generation is negligible. If we assume each crit kicks it up a damage tier (not likely on a boss) in addition to the direct 1 ultimate per hit, you're only looking at 14 ultimate per 100 hits.
DPS sustain isn't going to depend on the max stat primarily. It's more dependent on your recovery and anything active you do to get the resource back (heavy attacks, equilibrium, dark exchange, restoring aura, etc). As well, you have to consider skill cost, efficiency of light attack weaving, down time for movement, etc. The variables keep piling up, so it's much more difficult to design an A vs B.Even with the really simple calculation ,say you get just 4 more damage per attack from going infused.
You will get a boost to your maximum DPS by increasing your pool with infused -- but you need to consider the numbers. On a small piece, you're looking at around +9 to mag/stam from infused, but only around +4 if you're above softcap.
As far as the math... It doesn't make sense to add to the number of attacks. MouseKime selected 1000 hits to make it a nice round number yet make it easy to convert into a percentage. As well, you didn't take into account the lost % crit chance in your formula.Going for divines+ Shadow really makes sense only if you are going for one of the builds that always crits no mater the crit rating like the Streak stealth 2H sorc. Otherwise both divines and shadow are pretty bad.
When looking at full divines, you get better DPS boost from shadow when compared to divines unless your crit damage is roughly 2x.
Math:Damage: base*(1 + c*b)
base = base attack damage.
c = crit strike chance
b = crit strike bonus
Compare adding x CritChance% to adding y CritDmg%
base*(1 + (c+x)*b) = base*(1 + c*(b+y))
Cancel base and the one:
b(c+x) = c(b+y)
bc + bx = bc + cy
bx = cy
b/c = y/x
Filling in Kime's numbers from above,
x = 7.2, y = 17
b/c = 17/7.2
b/c = 2.361
So as long as your current bonus damage is 2.36 times as high as you current crit chance, the shadow is more beneficial than the thief (assuming full divines).
Fill in the non-divines (or partial divines) if you want to see the break-even point there.
I don't think this was intended to be a look at total DPS but a focused look at crit chance VS crit damage. Sure, perhaps it could use with some sensitivity analysis with number of pieces at divines. You have tons of factors going into total DPS, that it's generally good to break it down into A vs B tests and consider all other factors equal.
The difference in ultimate generation is negligible. If we assume each crit kicks it up a damage tier (not likely on a boss) in addition to the direct 1 ultimate per hit, you're only looking at 14 ultimate per 100 hits.
DPS sustain isn't going to depend on the max stat primarily. It's more dependent on your recovery and anything active you do to get the resource back (heavy attacks, equilibrium, dark exchange, restoring aura, etc). As well, you have to consider skill cost, efficiency of light attack weaving, down time for movement, etc. The variables keep piling up, so it's much more difficult to design an A vs B.Even with the really simple calculation ,say you get just 4 more damage per attack from going infused.
You will get a boost to your maximum DPS by increasing your pool with infused -- but you need to consider the numbers. On a small piece, you're looking at around +9 to mag/stam from infused, but only around +4 if you're above softcap.
As far as the math... It doesn't make sense to add to the number of attacks. MouseKime selected 1000 hits to make it a nice round number yet make it easy to convert into a percentage. As well, you didn't take into account the lost % crit chance in your formula.Going for divines+ Shadow really makes sense only if you are going for one of the builds that always crits no mater the crit rating like the Streak stealth 2H sorc. Otherwise both divines and shadow are pretty bad.
When looking at full divines, you get better DPS boost from shadow when compared to divines unless your crit damage is roughly 2x.
Math:Damage: base*(1 + c*b)
base = base attack damage.
c = crit strike chance
b = crit strike bonus
Compare adding x CritChance% to adding y CritDmg%
base*(1 + (c+x)*b) = base*(1 + c*(b+y))
Cancel base and the one:
b(c+x) = c(b+y)
bc + bx = bc + cy
bx = cy
b/c = y/x
Filling in Kime's numbers from above,
x = 7.2, y = 17
b/c = 17/7.2
b/c = 2.361
So as long as your current bonus damage is 2.36 times as high as you current crit chance, the shadow is more beneficial than the thief (assuming full divines).
Fill in the non-divines (or partial divines) if you want to see the break-even point there.
After some more thinking I am beginning to agree on the potential DPS increase and I will probably try it on my next set. I do believe that the simplified model that you are using may overestimate the actual difference between Shadow and Thief though and the actual difference may be very slight.
In terms of ultimate gains for crit it may depend on the build and type of battle you are in. I use Siphoning Destro/ Resto NB for pve and I have a lot AOE,DOTs,and HOTs so 100 hits is something that happens very fast. I notice the difference in how fast I can use my ultimate even with small changes in crit chance.This is kind of my main reason I use the extra crit.
mousekime111rwb17_ESO wrote: »
mousekime111rwb17_ESO wrote: »
Just Critical Surge as a Sorc that I know of. Pretty Important part of those builds, don't know other classes.
Also Night Mothers Gaze Set piece, reduces armour on crit attacks.
stevenskeens_ESO wrote: »where are you getting this 72% bonus damage figure,the shadow only increases crit damage by 5%