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Tested critical damage for Elfborn & Piercing Spear - each state 10% & only grant 5%

Radburn
Radburn
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I did some testing last night and while my math isn't super I was able to determine a couple things.

With the Templar passive piercing spear, which increases critical damage by 10% when an Aedric skill is slotted, my critical damage was 55% or 1.55. I did not test what the base critical damage multiplier is, I read it was 1.5 . That would mean 10% is actually a 5% increase for this passive - Is that intended?

I then placed 27 points into Elfborn which indicated it would increase my critical damage/healing by 10%. Accounting for piercing spear my critical damage went up exactly 5% more for a total critical damage multiplier of 60% or 1.6.

I can't see this being a bug, rather a funky calculation that most of us will not be able to comprehend. That's ok with me, but it would be nice for someone at ZOS to clarify this?

Edited by Radburn on August 10, 2015 7:46PM
  • Zsymon
    Zsymon
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    A lot of CP passives grant either too low or too high bonuses. The math is completely wonky.
  • Alcast
    Alcast
    Class Representative
    Problem is it calculates 10% from the 50% increased crit dmg, so you only end up with a 5% increase



    same on live...and nobody knows why :P
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  • Stalwart385
    Stalwart385
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    Alcast wrote: »
    Problem is it calculates 10% from the 50% increased crit dmg, so you only end up with a 5% increase



    same on live...and nobody knows why :P

    I guess there is a difference between adding 10% crit (which would add a flat number) and increasing crit by 10% (which increases your existing number by a %).
    Edited by Stalwart385 on August 10, 2015 8:24PM
  • Radburn
    Radburn
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    Alcast wrote: »
    Problem is it calculates 10% from the 50% increased crit dmg, so you only end up with a 5% increase



    same on live...and nobody knows why :P

    That makes perfect sense, thank you for clarifying!
  • paulsimonps
    paulsimonps
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    Yea that's weird it should be additive so it should if we used basic math give more than 20% by having both. It sounds like its not intended to be like how it is but if it is then its a giant *** move to have it say othewise. Cause 1.5*1.1*1.1 =1.815=81.5% total crit dmg. Sure they could also do this to make it scale up slower: total crit=(base crit*1.1)+(base crit*1.1)+base crit. but even that formula doesn't work here. Needs to be looked at.
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