Brutusmax1mus wrote: »So trans/ impreg is 68%crit damage mitigation? Essentially making crits with a modifier under 1.7x equal to a regular attack?
Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
Wreuntzylla wrote: »Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
Ok, let me be specific. They don't focus on crit damage.
It used to be that a large number of people would run the shadow mundus, sets that increase crit damage, traps for minor force and spec heavily into CP crit damage modifier. I don't know that anyone does that anymore and anecdotally good PvPers don't. I myself toyed with it on a sniper build but all it did was make killing PvE players in one shot instead of two. It was a distinct liability on PvP players due to the many ways to lower crit damage (including sets like impregnable).
More generally, seeing how everything works together often helps for me see the big picture.
I prefer the combined equations that pull everything in to give you a result, like the average damage equations provided by @asayre. In those equations, it clearly shows how the various modifiers interact. I like to think of it this way. While the critical modifier is subtractive, mitigation lowers base damage and therefore also critical damage.
The critical modifier is modified subtractively by the crtical resistance modifier.
Crtitical - impen - Resistant (all expressed in decimal form).
So you can see that while critical resistance lowers critical damage multiplier subtractively, mitigation reduces base damage and therefore also any resulting crit.
I did however rely on anecdotes as I don't know if the formulai have changed since I last looked at the equations.
Obviously, to determine burst damage you need to remove the critical chance from the average damage equation.
This was all good as of horns of the reach, but I haven't looked to see if anything has changed since. That's why I am relying on anecdotal evidence for my conclusion.
Waffennacht wrote: »Wreuntzylla wrote: »Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
Ok, let me be specific. They don't focus on crit damage.
It used to be that a large number of people would run the shadow mundus, sets that increase crit damage, traps for minor force and spec heavily into CP crit damage modifier. I don't know that anyone does that anymore and anecdotally good PvPers don't. I myself toyed with it on a sniper build but all it did was make killing PvE players in one shot instead of two. It was a distinct liability on PvP players due to the many ways to lower crit damage (including sets like impregnable).
More generally, seeing how everything works together often helps for me see the big picture.
I prefer the combined equations that pull everything in to give you a result, like the average damage equations provided by @asayre. In those equations, it clearly shows how the various modifiers interact. I like to think of it this way. While the critical modifier is subtractive, mitigation lowers base damage and therefore also critical damage.
The critical modifier is modified subtractively by the crtical resistance modifier.
Crtitical - impen - Resistant (all expressed in decimal form).
So you can see that while critical resistance lowers critical damage multiplier subtractively, mitigation reduces base damage and therefore also any resulting crit.
I did however rely on anecdotes as I don't know if the formulai have changed since I last looked at the equations.
Obviously, to determine burst damage you need to remove the critical chance from the average damage equation.
This was all good as of horns of the reach, but I haven't looked to see if anything has changed since. That's why I am relying on anecdotal evidence for my conclusion.
@Asayre hasn't posted in like a year, I seriously doubt any of his work is still relevant, @paulsimonps has replaced @Asayre for my equation finder.
Edit: looking him up, he posted a few months ago in the PTS, but the sorcerer post hasn't been updated in forever
wait, now I'm confused..
People are using crit chance and crit DMG as if they are similar.... I know there was a post somewhere in here that someone defined the difference, but it didn't quite seem clear enough.
Also yea, any update on the equations? I know that within the past year they adjusted the equations to better fit what they had in mind for combat and how damage dealt and damage mitigated is calculated.
Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao.
And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges.
Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao.
And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges.
Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Brutusmax1mus wrote: »Can someone just make a graph that lets you input values for the equations that lets you easily adjust the values to see how they impact damage or mitigation.. IS THAT TOO MUCH TO ASK? Please!
Waffennacht wrote: »As much as I enjoyed the Stamina version, I'm more enjoying the mag.
My unbuffed tooltip on BoL is 10k, and with the resistance it's far sturdier than a shield.
I'm also a vampire
It's SnB so 31k mag resistance and 29.5k physical resistance
Using the invig stun, mist form for LoS. Do run healing ward back bar
Did end up going with Witchmother's cuz health
A word about impregnable: a part of what I love about non-meta builds or armor is how easy they are to aquire. Impreg in sturdy is a real PiA to get for 90% of the population.
Like BSW inferno staff or vMA weapons, like yeah they are/were awesome as get out, but I'm not gonna write a guide with then.
I always hated finding a really cool guide, then realizing it needs trial gear
Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Waffennacht wrote: »@Torbschka German descent, American but family moved.
Yeah, I get that a lot.
Ich kann sprechen Deutsch... Kinda
Waffennacht wrote: »MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Lol all good man! I'm glad it all got worked out.
Impregnable is pretty much a superior set, but brass is way easier and isn't completely out classed
Waffennacht wrote: »MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Lol all good man! I'm glad it all got worked out.
Impregnable is pretty much a superior set, but brass is way easier and isn't completely out classed
I'd say craft brass then wait as you farm impreg pieces.
Waffennacht wrote: »Waffennacht wrote: »MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Lol all good man! I'm glad it all got worked out.
Impregnable is pretty much a superior set, but brass is way easier and isn't completely out classed
I'd say craft brass then wait as you farm impreg pieces.
@Minno I can't stick to one idea long enough, I'm currently working on my mag warden. I'm missing... Something...
Waffennacht wrote: »Waffennacht wrote: »MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Lol all good man! I'm glad it all got worked out.
Impregnable is pretty much a superior set, but brass is way easier and isn't completely out classed
I'd say craft brass then wait as you farm impreg pieces.
@Minno I can't stick to one idea long enough, I'm currently working on my mag warden. I'm missing... Something...
Innate axiom, necropotence, 1 domihaus is absurd.
Valera Progib wrote: »All this ESO Maths is great, but lets not forget that one of my guildies was proving to me that each impen item lowers enemies crit chance by 5% and was ready to bet 200k on that...
@Lexxypwns and @Waffennacht can somebody finally tell me by how much riposte lowers damage???
Valera Progib wrote: »All this ESO Maths is great, but lets not forget that one of my guildies was proving to me that each impen item lowers enemies crit chance by 5% and was ready to bet 200k on that...
@Lexxypwns and @Waffennacht can somebody finally tell me by how much riposte lowers damage???
P.S. I finally started getting “nervous”
Waffennacht wrote: »Valera Progib wrote: »All this ESO Maths is great, but lets not forget that one of my guildies was proving to me that each impen item lowers enemies crit chance by 5% and was ready to bet 200k on that...
@Lexxypwns and @Waffennacht can somebody finally tell me by how much riposte lowers damage???
P.S. I finally started getting “nervous”
Impen is 250-ish per piece right? That's a bit more than 3.5% He could have just rounded down an earlier number to get to 5%.
And if he unknowingly added the armor's actual resistance value, that too would get you close to 5%.
He's close enough that it would become a fight I'm sure lol. I mean he's about 1% off
Valera Progib wrote: »Waffennacht wrote: »Valera Progib wrote: »All this ESO Maths is great, but lets not forget that one of my guildies was proving to me that each impen item lowers enemies crit chance by 5% and was ready to bet 200k on that...
@Lexxypwns and @Waffennacht can somebody finally tell me by how much riposte lowers damage???
P.S. I finally started getting “nervous”
Impen is 250-ish per piece right? That's a bit more than 3.5% He could have just rounded down an earlier number to get to 5%.
And if he unknowingly added the armor's actual resistance value, that too would get you close to 5%.
He's close enough that it would become a fight I'm sure lol. I mean he's about 1% off
Haha man, he ment actual crit chance, not crit damage that is what was funny
@Lexxypwns so standard 10k resist applies before riposte debuff and CP damage mitigation after? Ffs that is confusing...
Waffennacht wrote: »Wreuntzylla wrote: »Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
Ok, let me be specific. They don't focus on crit damage.
It used to be that a large number of people would run the shadow mundus, sets that increase crit damage, traps for minor force and spec heavily into CP crit damage modifier. I don't know that anyone does that anymore and anecdotally good PvPers don't. I myself toyed with it on a sniper build but all it did was make killing PvE players in one shot instead of two. It was a distinct liability on PvP players due to the many ways to lower crit damage (including sets like impregnable).
More generally, seeing how everything works together often helps for me see the big picture.
I prefer the combined equations that pull everything in to give you a result, like the average damage equations provided by @asayre. In those equations, it clearly shows how the various modifiers interact. I like to think of it this way. While the critical modifier is subtractive, mitigation lowers base damage and therefore also critical damage.
The critical modifier is modified subtractively by the crtical resistance modifier.
Crtitical - impen - Resistant (all expressed in decimal form).
So you can see that while critical resistance lowers critical damage multiplier subtractively, mitigation reduces base damage and therefore also any resulting crit.
I did however rely on anecdotes as I don't know if the formulai have changed since I last looked at the equations.
Obviously, to determine burst damage you need to remove the critical chance from the average damage equation.
This was all good as of horns of the reach, but I haven't looked to see if anything has changed since. That's why I am relying on anecdotal evidence for my conclusion.
@Asayre hasn't posted in like a year, I seriously doubt any of his work is still relevant, @paulsimonps has replaced @Asayre for my equation finder.
Edit: looking him up, he posted a few months ago in the PTS, but the sorcerer post hasn't been updated in forever
Waffennacht wrote: »Waffennacht wrote: »Waffennacht wrote: »MurderMostFoul wrote: »Waffennacht wrote: »GD it @MurderMostFoul this is why they have words, "average" "long run" and "divided by crit chance," it would have saved me literally HOURS had you used the word Average (hell even mean, medium, or mode would've gotten me there) just once lmfao. And btw I did cover long run average by multiplying the crit chance when @Thogard asked about crit ranges. Edit: I'm not angry, just holy cow that was way more difficult than it should have been.
Sorry for any confusion. It probably didn't help that I used an inaccurate method to calculate the "average" damage. For that final step, the proper math was stated by @Thogard:Can I just address this “good players don’t focus on crit” line?
5 light and 5 medium both add 10% crit. CP system adds 12%. Major crit buff adds another 10%. Base of 20%.
This means most light/medium builds are running AT LEAST 52%. A single line of crit on your armor pushes that to 56.
Now, minimum CHD modifier is 1.5(1.6 for NB/Templar) and you usually add several % in elfborn, but let’s use 1.6 so we have an example of a Templar with no intentional investment into crit chance or damage. He is getting over half of his damage from criticals.
@Wreuntzylla
How do we factor in crit chance with crit DMG? Is there an equation we can reference? (I assume this was covered under Asayre?)
Read my next to last post
So when you say "weigh" I assume you calculate crit chance after crit DMG in your example? Sorry for the question spam lol.
Yeah so if there’s a 60% crit chance, just multiply the crit dmg number there by 60% and the regular dmg number there by 40%
That’ll get you the expected value.
As for how useful that number is in a game where burst is everything... I dunno.
Lol all good man! I'm glad it all got worked out.
Impregnable is pretty much a superior set, but brass is way easier and isn't completely out classed
I'd say craft brass then wait as you farm impreg pieces.
@Minno I can't stick to one idea long enough, I'm currently working on my mag warden. I'm missing... Something...
Innate axiom, necropotence, 1 domihaus is absurd.
I has that. I'm having a hell of time pinning good players down. The types that run like headless chickens (lol) (they're good just joking around)
I know I could run Soul Assault or N Storm, but that's too cheesy for me in duels. I think I want a snare...