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Spell cri = spell dmg

heng14rwb17_ESO
heng14rwb17_ESO
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How much does 1% spell cri equal to in term of spell dmg?
  • davey1107
    davey1107
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    Spell crit is the percent chance that a hit will go crit, increasing its damage by 50%. If an ability hits for 10,000 damage, it will crit for 15,000. Spell crit hits apply to any damage or healing resulting from a magic based ability.

    Therefore, if you have a spell crit of 25%, one in four hits will be 50% stronger...0.5 x 0.25 = 0.125, so that crit rating increased your strength with magic abilities by an average of 12.5%

    A 50% crit rating increases your strength by 25%

    A 75% crit rating increases your strength by 37.5%

    These are some basic rules, but there are other factors in any damage/healing formula. Your spell penetration determines how much of the spell will push past armor. Your total max magic is also a factor in how hard all of the abilities hit - a character with 35k max magic will cast stronger Breath of Life's than one with 30k.

    A general rule of thumb, depending on build, is to aim for at least 50% spell crit. Once you get there, you can weigh each buff/armor perk, etc to decide which works for you best. The easiest route for a magic character to increase spell crit is to slot mage light, which increases crit by about 12%.

  • P3ZZL3
    P3ZZL3
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    So Davey, maybe you can figure out some maths for me.

    Which is better based on pure single target DPS:

    a)
    2005 Spell damage
    20% buff to SD
    400 Spell Damage bonus based on set using channeled abilities
    72% Crit

    or

    b)
    2370 base Spell Damage
    20% Buff
    400 Spell Damage from set bonus
    55% Crit
    CP561 Redguard | Jabsy Templar | Stamina Build
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  • Panth141
    Panth141
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    You need to know a player's critical modifier to do any of these calculations - you can't just assume that it's x1.5 (which is 0.5 in calculation).
    PS4 EU - Panth141 | CP 630+
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  • P3ZZL3
    P3ZZL3
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    @Panth141 where can one find this critical modifier? :)
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  • AzuraKin
    AzuraKin
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    davey1107 wrote: »
    Spell crit is the percent chance that a hit will go crit, increasing its damage by 50%. If an ability hits for 10,000 damage, it will crit for 15,000. Spell crit hits apply to any damage or healing resulting from a magic based ability.

    Therefore, if you have a spell crit of 25%, one in four hits will be 50% stronger...0.5 x 0.25 = 0.125, so that crit rating increased your strength with magic abilities by an average of 12.5%

    A 50% crit rating increases your strength by 25%

    A 75% crit rating increases your strength by 37.5%

    These are some basic rules, but there are other factors in any damage/healing formula. Your spell penetration determines how much of the spell will push past armor. Your total max magic is also a factor in how hard all of the abilities hit - a character with 35k max magic will cast stronger Breath of Life's than one with 30k.

    A general rule of thumb, depending on build, is to aim for at least 50% spell crit. Once you get there, you can weigh each buff/armor perk, etc to decide which works for you best. The easiest route for a magic character to increase spell crit is to slot mage light, which increases crit by about 12%.

    wrong mage light boosts crit by 10%. only thing that boosts crit by 12% is cp boost. light armor grants 10%, thief 11% + up to 50.5 for 7 divine. mothers sorrow grants total of about 13.7% and you get a base 10%, precise weapons 7%, julianos ~3% per passive for ~65.5% with no crit boost passives max, ~71.5% with julianos, and ~85% with julianos + mothers sorrow. nightblades can aquire ~3% more per assassin skill and sorcs can grant if they use class skill from appropriate tree 3% as well, assuming you have sorc keeping that buff up, 88.2% is max crit you could hope to see as a nonnb, and nb's can only hit 100% if they slot 4 assassin skills.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Panth141
    Panth141
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    P3ZZL3 wrote: »
    @Panth141 where can one find this critical modifier? :)

    @P3ZZL3

    The easiest way is to test it in-game - light attack and record the non-crit and crit damage values. Make sure that you're using the same gear/buffs/skills throughout the test then your crit damage divided by your non-crit will give you your critical modifier.

    In terms of damage boost (I'm on my crap laptop - so sorry for the unpleasant looking equations!):

    Tooltip Damage
    Your spell damage affects your Tooltip skill value, according to an equation of the form:

    Tooltip = Max Magicka*a + Spell Damage*b + c

    It works out that 100 SD is (roughly) a 1.7% increase in tooltip value.

    Base Damage
    That tooltip value is then used to calculate your base damage, according to buffs from CP, some 'other' buffs and taking into account your target's resistance. Assuming that these buffs/enemy resistance is constant, then your 100 SD will still be providing a ~1.7% increase in base damage.

    Average Damage
    Then your average damage (taking into account crits) is:

    Average damage = (C*Cm + 1) * Base

    Where Base is defined above;
    C is your critical percentage, as a decimal (e.g. 70% crit = 0.7)
    Cm is your critical modifier, minus 1 (e.g. a modifier of x1.6 would be put in as 0.6 here).

    Again, if both your crit and modifier are constant, then +100SD gives +~1.7% average damage.

    Crit/Modifier Contributions
    Now, looking at the effect of changing your crit, crit modifier - after a bit of rudimentary maths, it seems that:

    If you increase your critical % by 'x' (decimal) then the percentage average damage increase is:

    %inc =( x / (C + 1/Cm) ) * 100

    Where C is your crit before you increase is by x; Cm is as above

    e.g. if you have a Cm of x1.6 (0.6) and your crit is 70% (0.7), increasing your crit by 10% (0.1) gives:

    %inc =( (0.1)/(0.7+1/0.6) ) * 100
    %inc ~ 4.2% average damage increase

    Similarly, if you increase your critical modifier by 'y' (decimal), then:

    %inc =( y / (Cm + 1/C) ) *100

    With the quantities defined as above

    Note that both of these calculations assume constant max magicka & SD

    Alright, I'm done now!


    EDIT:

    You can find a full and beautifully presented explanation of all of this (and pretty much everything else) here, from Asayre

    EDIT 2:

    Oh, OP!

    As above, the actual values will depend on your base stats prior to the buff, but if we take some rough estimates:

    Max Magicka ~ 40k
    SD ~ 2000
    Crit % ~ 60%
    Crit Multiplier ~ x1.65 (=0.65) (assuming some contribution from elfborn)

    Then +1% crit gives:

    %inc = ( (0.01)/(0.6 + 1/0.65) ) * 100

    ~ 0.47% increase in average damage

    At about 2000 SD, adding 100 gives ~1.7% increase in average damage, so

    (0.47/1.7) * 100 ~ 28 SD

    So for those stats, 1% Crit ~ 28 SD

    But this is *very* rough - it will be different according to your base stats.

    In fact, I'll go ahead and tag @Asayre to see if my maths is all completely wrong... ;)
    Edited by Panth141 on November 22, 2016 12:53PM
    PS4 EU - Panth141 | CP 630+
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  • deevoh1991
    deevoh1991
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    I wish the PS4 would show you the damn numbers like the PC. :/
    PSN GT : Divzor
  • Panth141
    Panth141
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    @Deevo191

    You mean like combat text numbers?
    PS4 EU - Panth141 | CP 630+
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  • deevoh1991
    deevoh1991
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    Panth141 wrote: »
    @Deevo191

    You mean like combat text numbers?

    yup
    PSN GT : Divzor
  • Espica
    Espica
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    @Panth141 Isn't it easier to just add everything?

    1.50 Base
    0.10 NB, or Templar with Spear skill slotted
    0.XX Elfborn or Precise Strikes
    0.XX Shadow Mundus

    That'd be your own base CM, then add Trap Beast and/or Warhorn.

    Maybe it's a longer process the first time but once you know the numbers you can do it easier for every character.
  • Panth141
    Panth141
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    @Deevo191

    We do have them on console! You can turn them on in the settings

    @Espica
    Yep - that will of course work, too, give or take a little because of the Elfborn/Precise Strikes jump points. It gets a bit messier if you have the Shadow mundus, as you need to take into account the number of pieces of divines gear that you're wearing.
    PS4 EU - Panth141 | CP 630+
    Dominion
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    Lost Hope of Sotha Sil - Magicka Dragonknight - PvP Main
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    Nocturnal's Guise - Magicka Nightblade - PvE DPS
    Udun - Magicka Templar - PvP Healer
    Onsi's Shattered Blade - Stamina Sorcerer - Dungeon/vMA Farmer
    Stands-like-Mountains - Magicka Nightblade - PvE Saptank
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    Covenant
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    Rahai-Anaa - Stamina Dragonknight - Provisioner (lol)

    Pact
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  • deevoh1991
    deevoh1991
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    Panth141 wrote: »
    @Deevo191

    We do have them on console! You can turn them on in the settings

    @Espica
    Yep - that will of course work, too, give or take a little because of the Elfborn/Precise Strikes jump points. It gets a bit messier if you have the Shadow mundus, as you need to take into account the number of pieces of divines gear that you're wearing.

    ARE YOU CERTAIN?
    https://forums.elderscrollsonline.com/en/discussion/171688/damage-healing-output-values-on-ps4-xbox
    PSN GT : Divzor
  • Panth141
    Panth141
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    @Deevo191

    That post is from a year and a half ago! Scrolling Combat Text (SCT) was introduced with the Thieves Guild Patch - I'm on console!
    PS4 EU - Panth141 | CP 630+
    Dominion
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    Nocturnal's Guise - Magicka Nightblade - PvE DPS
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  • idk
    idk
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    @heng14rwb17_ESO

    Spell crit and spell damage cannot be compared in a vacuume.

    The benefit of spell damage is linear whereas spell crit is a percentage chance to do more damage and tha additional damage is based on base damage (from max magika and spell damage) and additional bonus damage some when one crits.
  • Panth141
    Panth141
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    In addition to the point from @Giles.floydub17_ESO (dammit, I forgot that that summon doesn't work...), it is worth noting that the functions of SD/Crit%/Cm when considering a percentage damage increase are only linear when considering identical base stats.

    I.e.

    If your base spell damage, base spell crit % & base spell crit multiplier (base meaning 'before increasing any of them to test') are all held constant, then increasing one of SD/C%/Cm by some value 'x' will produce a percentage damage increase that is linear, as all of the terms in the calculation (other than the increase that you're suggesting, which has an exponent of 1) will then be constants.

    However, none of SD/C%/Cm are linear with respect to a changing base value - adding 100 SD to a base of 2000 SD will give more of a percentage damage increase than adding 100 SD to a base of 3000 SD; likewise for C% & Cm, as stated in my previous post.

    This is part of the reason why getting all three of SD/C%/Cm to 'good' levels is better than getting one of them ridiculously high; the % damage increase from bumping up each stat diminishes the higher that the stat is prior to the buff.
    Edited by Panth141 on November 23, 2016 5:21PM
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    Dominion
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    Nocturnal's Guise - Magicka Nightblade - PvE DPS
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    Covenant
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    Pact
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