
Is it though?
Going from 50/50 to 55/55 results in +5.25% increased damage from crits overall.
Going from 55/55 to 60/60 results in +5.75% increased damage from crits overall.
Going from 60/60 to 65/65 results in +6.25% increased damage from crits overall.
I'll play Devils Advocate here.
If crit damage is already so limited at higher levels, then what does it matter if they cap it, and why do people still try to stack it at high levels rather than stacking, say, more WD and SD?
So what's this all about?
Because WD/SD give pretty weak multiplier - it is even more of a subject to diminishing returns.
But people do run Kinras, for example. Or Bahsei. Because that's damage multi independent of crit.
Also some people just like the idea to have absolute maximum crit build, it sounds cool.
You ignore the basic logic behind it. You make a point by doing it wrong and the worst part is you even seem to know it.
You ignore the basic logic behind it. You make a point by doing it wrong and the worst part is you even seem to know it.
So weapon damage doesn't have diminishing returns by your logic, which is obviously false.
You ignore the basic logic behind it. You make a point by doing it wrong and the worst part is you even seem to know it.
So weapon damage doesn't have diminishing returns by your logic, which is obviously false.
If you get 100 weapon damage you receive a damage increase equivalent to that 100 weapon damage no matter if you sit on 1000 or 5000 weapon damage already.
Is it though?
Going from 50/50 to 55/55 results in +5.25% increased damage from crits overall.
Going from 55/55 to 60/60 results in +5.75% increased damage from crits overall.
Going from 60/60 to 65/65 results in +6.25% increased damage from crits overall.
Critical hits, as a whole, do not suffer from diminishing returns in the sense that it is commonly understood, hence why I question your premise.
Per the same idea, spell damage also would suffer diminishing returns. If you dealt 1 damage for every point in spell damage:
50 SP => 50 damage
100 SP => 100 damage (+100% compared to previous value)
150 SP => 150 damage (+50% compared to previous value)
200 SP => 200 damage (+33% compared to previous value)
Your damage increase is linear (50 SP every single time), it is the damage increase relative to its initial value that diminishes.
Critical hits depend on 2 variables, which, assuming equivalent availability of both, need to be increased in similar ratios. Do note that this is not quite the case in ESO, with the ratio being closer to 1:1.9.
I'm in the middle of making a bunch of spreadsheets, I'll try to make a detailed explanation at some later point.
You ignore the basic logic behind it. You make a point by doing it wrong and the worst part is you even seem to know it.
So weapon damage doesn't have diminishing returns by your logic, which is obviously false.
If you get 100 weapon damage you receive a damage increase equivalent to that 100 weapon damage no matter if you sit on 1000 or 5000 weapon damage already. Its again an additive calculation. What you are doing is mistaking diminishing returns with relative increases.
If we assume that 100 Weapon Damage translates to 10 damage and you get 2*100 weapon damage than you get a damage increase of 2*10. If there would be dimishing returns you would get 10 from the first 100 and 9 from the next 100 as an absolut value, totaling you to 19. Every of your weapon damage points is worth the exact same absolut damage because there is no diminishing returns.
FrancisCrawford wrote: »
FrancisCrawford wrote: »
You ignore the basic logic behind it. You make a point by doing it wrong and the worst part is you even seem to know it.
So weapon damage doesn't have diminishing returns by your logic, which is obviously false.
If you get 100 weapon damage you receive a damage increase equivalent to that 100 weapon damage no matter if you sit on 1000 or 5000 weapon damage already. Its again an additive calculation. What you are doing is mistaking diminishing returns with relative increases.
If we assume that 100 Weapon Damage translates to 10 damage and you get 2*100 weapon damage than you get a damage increase of 2*10. If there would be dimishing returns you would get 10 from the first 100 and 9 from the next 100 as an absolut value, totaling you to 19. Every of your weapon damage points is worth the exact same absolut damage because there is no diminishing returns.
Overall, I'm extremely impressed by how well non-native English speakers post here and elsewhere, and you seem to be an example of that rule.
[snip]
MrBrownstone wrote: »
Let's say you have 1000 spell damage and 100% crit damage.
You have the option to pick 100 spell damage or 10% crit damage.
You would pick the crit damage because it's a higher damage boost based on how damage works in this game.
Let's say you were given this option multiple times, always picked crit damage and now sitting at 1000 spell damage and %300 crit damage.
This time you might wanna pick the 100 spell damage because the bump from 300% crit damage to 310% is negligible compared to the bump from 1000 to 1100 spell damage. THIS is diminishing returns.
base hit= 10k if critting it becomes 15k (at base) then we add up 10% from shadow= 15.000+1500=16.500 then we add 10% from brittle= 16.500+1.650= 18.150 -> brittle actually gave you more (1650*100/15000= 11%) because it used the percentage of an already "buffed" value.
Quick example= you get a 100k hit by a PVE boss and you have resistance cap; 100k becomes 50k then you apply minor aegis to whatever's left of it and the 5% of 50% is 2.5k
MrBrownstone wrote: »It's called "diminishing returns" if something brings less value the more you invest in it and that's literally the case with crit damage here.
MrBrownstone wrote: »You yourself admitted that spell damage would be the better pick after a certain crit damage.
MrBrownstone wrote: »It's called "diminishing returns" if something brings less value the more you invest in it and that's literally the case with crit damage here.
Thats not the case here. You said yourself: "Yes, the increase in damage will be the same." There is no diminishing returns for crit damage because for every x% increase in crit damage you get y damage. It doesnt matter how much % crit damage you already posses, the result is always the same. Diminishing returns would mean that you would get less than y damage based on how much crit damage bonus you got already.MrBrownstone wrote: »You yourself admitted that spell damage would be the better pick after a certain crit damage.
Yes, which has nothing to do with dimishing returns. Your total damage is composed out of 2 stats, one being static damage and the other being a percent based crit damage bonus based on that. Your total damage is the result of calculating them together. This also means that for the question of diminishing returns you have to look on each statt individualy and not at the product of both. By the way, if you calculate a fixed value together with a % value you always have the case that raises in one value are more benefitial than raises in the other.
Because it's not diminishing (strictly speaking).
Only things that actually are diminishing is things that "REDUCE" like Aegis (reduce damage taken).
Quick example= you get a 100k hit by a PVE boss and you have resistance cap; 100k becomes 50k then you apply minor aegis to whatever's left of it and the 5% of 50% is 2.5k
Crit is different in this way:
let's now assume we have 2 distinct modifier (shadow and brittle); in this example i'll pretend shadow is 10% (to get easier math but changes nothing):
base hit= 10k if critting it becomes 15k (at base) then we add up 10% from shadow= 15.000+1500=16.500 then we add 10% from brittle= 16.500+1.650= 18.150 -> brittle actually gave you more (1650*100/15000= 11%) because it used the percentage of an already "buffed" value.
This is not diminishing as actually the brittle was boosted by the previous effect while, in the previous example, aegis was only actually being worth a 2.5% since the original 100k hit value was halved before (it would also sink down to 1.25% when blocking).
Thing about critical convienece is different, more similiar to crit rate: below certain % it's better to get more chanche to hit while, above those, you want more crit damage (which is why most PvE builds go shadow if their crit is above 70% or thief if below)
MrBrownstone wrote: »EDIT: Alright I did my research and guess you were right, just because something becomes less valuable to invest in over time doesn't make it diminishing returns. It literally has to increase less the more you invest in it. In this case, crit isn't diminishing.
MrBrownstone wrote: »125% is a bit too low tho, 150% could be the sweet spot