So, will critical damage mod sets now be useless?

Replies

  • Options
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
  • Options
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.
    Hodor
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.
    what an ugly thing to say... does this mean we're not friends anymore?
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?
  • scuba
    14049 posts Member
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    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    Then put in many are running boring traya lead. So cc/cd are now really useless so go offense.
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?

    Just for one, this advice is completely ignoring all abilities that are triggered by critical hits. I can name 5 characters using such mechanics from the top of my head, so Im pretty sure there are many more.
    Also, what someone else just pointed out, it also matters who are you fighting against.
    Furthermore, what kind of buffs/debuffa are expected.
    Lastly, what other stats may be much more important, like speed or potency.

    And Im not smart, so there must be like 5x as many factors than what I just collected in 1 minute.
  • Options
    You can use crit chance sets with offense sets you know??
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?

    Just for one, this advice is completely ignoring all abilities that are triggered by critical hits. I can name 5 characters using such mechanics from the top of my head, so Im pretty sure there are many more.
    Also, what someone else just pointed out, it also matters who are you fighting against.
    Furthermore, what kind of buffs/debuffa are expected.
    Lastly, what other stats may be much more important, like speed or potency.

    And Im not smart, so there must be like 5x as many factors than what I just collected in 1 minute.

    I said usually, not always, as I was trying to keep it simple. Each case will be different. But most of what you just named is irrelevant anyways. Abilities triggered by critical hits has no impact on whether you are doing more damage with Crit Damage vs offense sets. Other stats like speed or potency are irrelevant to this specific discussion. Who cares if a speed set is better? This isn’t debating the best set overall. The only buff that matters is Crit Damage Up (is there a Crit Damage down anywhere??). And crit chance Up/down, but that’s already accounted for when I say the break even crit chance is 75%. Obviously you should adjust that for leaders/buffs/debuffs/etc.
  • Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?

    This has been discussed. The fact you say 75% is the break-even suggests you read what was posted already and dismissed it without reason.
    what an ugly thing to say... does this mean we're not friends anymore?
  • scuba
    14049 posts Member
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    Pacyn4life wrote: »
    You can use crit chance sets with offense sets you know??
    Sure 4 offense mods and 2 crit chance and done
  • Options
    This is my favorite thread. It does bring up an interesting question related to the "mod set recommender" that will be released with the mod changes. Do they have some formula that measures whether Offense or CD will be better on a specific toon's kit? Will it recommend an offense set over a CD set at a certain crit chance level? I get that they can't take into consideration the leader you're going to use a character with, but if they're making a recommendation that puts a player at a dmg disadvantage... that would seem bad.
  • 3pourr2
    1927 posts Member
    Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?

    Just for one, this advice is completely ignoring all abilities that are triggered by critical hits. I can name 5 characters using such mechanics from the top of my head, so Im pretty sure there are many more.
    Also, what someone else just pointed out, it also matters who are you fighting against.
    Furthermore, what kind of buffs/debuffa are expected.
    Lastly, what other stats may be much more important, like speed or potency.

    And Im not smart, so there must be like 5x as many factors than what I just collected in 1 minute.

    Exactly too many other variables that are toon specific and then those chose Imwe for CD example?
  • Woodroward
    3749 posts Member
    edited August 2018
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    So I've been saying all along there is some error in CrazyDroid's reasoning.
    My formula is based around the crit damage set's % increase on crits alone, and figuring it to get 100% of that increase at 100% crit, and 1% of that increase at 1% crit.

    CrazyDroid is using the formula: =(((1-(A1/100))+(A1/100*2.22))/((1-(A1/100))+(A1/100*1.92))-1)*100 to determine the % offense increase. This is copied from an excel spreadsheet. This formula was placed in cell B1. Cell A1 only had =ROW(A1) in so doing I could drag cell A1 all the way down and have it list 1-100. I could then drag cell B1 down and have it use the 1-100 values. In so doing I had it give the % offense increase the Crit damage set gives for each 1% crit chance you get using crazydroid's formula.

    These are the values it gave me:
    1 0.297265161
    2 0.589159466
    3 0.87582717
    4 1.157407407
    5 1.434034417
    6 1.705837756
    7 1.972942503
    8 2.235469449
    9 2.493535279
    10 2.747252747
    11 2.996730839
    12 3.242074928
    13 3.483386924
    14 3.720765415
    15 3.9543058
    16 4.184100418
    17 4.410238672
    18 4.632807138
    19 4.851889683
    20 5.067567568
    21 5.279919544
    22 5.489021956
    23 5.694948828
    24 5.897771953
    25 6.097560976
    26 6.294383473
    27 6.48830503
    28 6.679389313
    29 6.867698137
    30 7.053291536
    31 7.236227824
    32 7.416563659
    33 7.594354096
    34 7.769652651
    35 7.942511346
    36 8.112980769
    37 8.281110116
    38 8.446947244
    39 8.610538711
    40 8.771929825
    41 8.931164682
    42 9.088286209
    43 9.243336199
    44 9.396355353
    45 9.54738331
    46 9.696458685
    47 9.843619101
    48 9.988901221
    49 10.13234078
    50 10.2739726
    51 10.41383066
    52 10.55194805
    53 10.68835709
    54 10.82308926
    55 10.9561753
    56 11.0876452
    57 11.21752821
    58 11.3458529
    59 11.47264714
    60 11.59793814
    61 11.7217525
    62 11.84411615
    63 11.96505444
    64 12.08459215
    65 12.20275344
    66 12.31956197
    67 12.43504083
    68 12.5492126
    69 12.66209934
    70 12.77372263
    71 12.88410356
    72 12.99326275
    73 13.10122039
    74 13.20799619
    75 13.31360947
    76 13.4180791
    77 13.52142355
    78 13.62366092
    79 13.7248089
    80 13.82488479
    81 13.92390557
    82 14.02188782
    83 14.11884781
    84 14.21480144
    85 14.30976431
    86 14.40375167
    87 14.49677849
    88 14.58885942
    89 14.6800088
    90 14.7702407
    91 14.85956891
    92 14.94800693
    93 15.03556801
    94 15.12226512
    95 15.20811099
    96 15.2931181
    97 15.37729867
    98 15.4606647
    99 15.54322797
    100 15.625

    Here is a graph of it:sbn1rxo5ia96.png


    Does this seem reasonable to anybody here? Because it doesn't to me.
    @ImYourHuckleberry @crzydroid In my formula, the crit damage set also has a 15.625% increase at 100%, but only a 7.8125% increase at 50% crit. 50% crit should only be a 50% damage increase compared to the maximum. CrzyDroid's formula is giving it 2/3 of it's maximum damage increase at 50% crit chance. Well that would certainly make 75% look like 50% wouldn't it? But I wouldn't call it accurate. The value of the crit damage set should be directly proportional to crit chance. It is with my formula, it is not with CrzyDroid's. The fact that the line on his graph is not straight shows that it is producing skewed results.

    Compare it with a graph of % damage increase using my formula which gives the values below:
    1 0.15625
    2 0.3125
    3 0.46875
    4 0.625
    5 0.78125
    6 0.9375
    7 1.09375
    8 1.25
    9 1.40625
    10 1.5625
    11 1.71875
    12 1.875
    13 2.03125
    14 2.1875
    15 2.34375
    16 2.5
    17 2.65625
    18 2.8125
    19 2.96875
    20 3.125
    21 3.28125
    22 3.4375
    23 3.59375
    24 3.75
    25 3.90625
    26 4.0625
    27 4.21875
    28 4.375
    29 4.53125
    30 4.6875
    31 4.84375
    32 5
    33 5.15625
    34 5.3125
    35 5.46875
    36 5.625
    37 5.78125
    38 5.9375
    39 6.09375
    40 6.25
    41 6.40625
    42 6.5625
    43 6.71875
    44 6.875
    45 7.03125
    46 7.1875
    47 7.34375
    48 7.5
    49 7.65625
    50 7.8125
    51 7.96875
    52 8.125
    53 8.28125
    54 8.4375
    55 8.59375
    56 8.75
    57 8.90625
    58 9.0625
    59 9.21875
    60 9.375
    61 9.53125
    62 9.6875
    63 9.84375
    64 10
    65 10.15625
    66 10.3125
    67 10.46875
    68 10.625
    69 10.78125
    70 10.9375
    71 11.09375
    72 11.25
    73 11.40625
    74 11.5625
    75 11.71875
    76 11.875
    77 12.03125
    78 12.1875
    79 12.34375
    80 12.5
    81 12.65625
    82 12.8125
    83 12.96875
    84 13.125
    85 13.28125
    86 13.4375
    87 13.59375
    88 13.75
    89 13.90625
    90 14.0625
    91 14.21875
    92 14.375
    93 14.53125
    94 14.6875
    95 14.84375
    96 15
    97 15.15625
    98 15.3125
    99 15.46875
    100 15.625
    xhyjtn3hl02t.png
    y7bqhokjg7ml.png

    See how dead straight it is? If Crit damage can only be increased on crits, then the % increase must be directly proportional to the crit chance %... ie. a straight line. The fact that mine is straight and CrzyDroid's is curved shows that his method is somehow flawed.


    No, the proper formula for calculating crit damage increase is (Crit damage with set/ crit damage without set) * crit chance. Other factors will only skew your results.

    My accurate formula to compare is:
    (1-physical damage with offense set/physical damage without offense set)/(1-crit damage with set/crit damage without set) = crit chance breakpoint.

    It's simple, and it actually bases the crit damage increase off of the crit chance breakpoint instead of... whatever crzydroid's is using.


    Crzydroid's formula worked pretty well for determining the offense set's value, but it didn't work well at all for determining the crit damage set's value, mainly because it included non-crits in the equation.
    Post edited by Woodroward on
  • Woodroward
    3749 posts Member
    edited August 2018
    Options
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    EDIT: When i proclaimed the 75% breakpoint, I was rounding to 2 figures, without rounding it is actually around 67% for average mods, so that is probably a better rule of thumb than 75%, but the 50% breakpoint is way off unless you have absolutely maxed offense on your mods or a massive amount of offense on currently equipped gear.
    Post edited by Woodroward on
  • Options
    Meh. Heck with all this math. Just use the fastest mods!
  • Options
    To use a bit of theory, my formula is actually written as:

    1 - offense with set/offense without set = (1 - Crit damage with set/crit damage without set) * crit chance breakpoint. In order to determine the crit chance breakpoint, I am dividing the whole problem by (1 - Crit damage with set/crit damage without set) which leads to the equation: (1 - offense with set / offense without set)/(1-crit damage with set / crit damage without set) = crit chance breakpoint

    Crzydroid and I both got the same results with our formulas on the offense set side of things, so there's no reason to use his extra complicated formula there, and we can see that his formula produces skewed results on the crit damage side since overall damage increase isn't directly proportional with crit chance, which means his formula for that shouldn't be used either.

    Now using both his and my formula we reached the same determination for maximum damage increase, and the fact that mine is actually consistently proportional to crit chance means that the formula I am using is the definitively simplified accurate formula for determining the breakpoint.
  • Options
    I've done the math myself, and I'd encourage others to do the same if there are questions. It's not hard. This game requires a certain level of analytical skills. Don't take my word for it, do it yourself, because knowledge is not a caste system reserved for the elite. Anyone can add.

    At this point, I have nothing new to add, so I'll be leaving this thread. Cheers!
    what an ugly thing to say... does this mean we're not friends anymore?
  • Options
    I've done the math myself, and I'd encourage others to do the same if there are questions. It's not hard. This game requires a certain level of analytical skills. Don't take my word for it, do it yourself, because knowledge is not a caste system reserved for the elite. Anyone can add.

    At this point, I have nothing new to add, so I'll be leaving this thread. Cheers!

    You've used CrzyDroid's formula for average damage. Do some more, compare 50% cc to 100% cc. If it isn't 50% of the overall damage increase, it is incorrect.I literally just demonstrated how skewed the results his formula gives are. It looks impressive for having extra data, but all it does is screw it up.

    If you double check his formulas with his formulas, of course it will check out.
  • Woodroward
    3749 posts Member
    edited August 2018
    Options
    These statements are absolute truth:
    Crit damage set bonus can only increase damage on crits.
    If you crit 50% of the time, you will get the increase 50% of the time
    Getting the increase half the time is mathematically the same as getting half the increase.
    His formula gives 67% of the maximum increase at 50% crit. It is flawed, period.

    I don't know how he messed it up. I didn't want to figure out how to properly include all those factors myself ...which is why i factored them out. Either way, simple math reveals the results are flawed.
  • Woodroward
    3749 posts Member
    edited August 2018
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    Now there is a potential error in my calculations. It could be that I should be comparing crit damage with crit set to crit damage with offense set for crits. I'm actually kind of leaning towards it being that way. In that case, however, it would only further decrease the value of the crit damage set and would give us the formula:
    ((offense with set/offense with no set)-1)/ ((crit damage with set/((offense with set/offense with no set) * crit damage with no set)) -1)= cc breakpoint

    I'm going to run through this with Chirrut quick to see how it affects the breakpoint.
    (5622/(5622-433)-1) = 0.08344575062632491809597224898824
    ((2.22/((5622/(5622-433))*1.92))-1) = 0.06719694948416933475631447883316

    In this scenario, the crit damage set is only increasing the value of crits by 6.7% over what the offense set is doing with crits so will never be better than an offense set ever.

    So if there are any errors in my calculations, they have only increased the value of the crit damage set, they have definitely not diminished its value as others have contended.

    So either the breakpoint is around 67% for a rule of thumb, or offense is just better.

    My guess? I have been making an error, and offense set is always better.
  • Woodroward
    3749 posts Member
    edited August 2018
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    So the answer to the thread topic is:
    Yes, after the rework, critical damage mods will be useless.

    I'd like to thank all the people that argued with me in this thread and helped me to perfect my formula. I just wish it wasn't going to be useless. (they should have increased the bonus for crit damage as well).
  • Woodroward
    3749 posts Member
    edited August 2018
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    i take back the last 2 posts. I neglected to consider that in determining the % increase of the crit damage set compared to the crit of the offense set, there would have to actually be an increase for the formula to be sound, which means that at 100% crit chance, the crit damage would produce 6.7% more damage than an offense set.

    In comparing the crit damage crits to the offense crits, I only really made it harder to compare the relative increases compared to base damage, and this second formula is needlessly overcomplicated just like CrzyDroid's was.

    So I take it back. 67% crit chance is indeed the breakpoint after new mods come out.
  • 3pourr2
    1927 posts Member
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    Bro you are having a convo with yourself
  • Options
    Meh. I am contributing to the topic more than to anyone in particular. Even contributing false formulas contributes to understanding ultimately. Everyone in here that has provided a formula has provided at least one false one.
  • Woodroward
    3749 posts Member
    edited August 2018
    Options
    3pourr2 wrote: »
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    That's actually not correct, but I really don't want to debate it. I just mention it for caution to readers.

    It’s pretty pointless to call out myself and numerous other people as wrong without providing any sort of alternative answer or reason for being wrong. Running basic examples shows it should be around 75%. Running the complex math from earlier in the thread shows about 75%. What are you getting that is different?

    Just for one, this advice is completely ignoring all abilities that are triggered by critical hits. I can name 5 characters using such mechanics from the top of my head, so Im pretty sure there are many more.
    Also, what someone else just pointed out, it also matters who are you fighting against.
    Furthermore, what kind of buffs/debuffa are expected.
    Lastly, what other stats may be much more important, like speed or potency.

    And Im not smart, so there must be like 5x as many factors than what I just collected in 1 minute.

    Exactly too many other variables that are toon specific and then those chose Imwe for CD example?

    Could have chosen anyone. The main point was to choose someone with no crit damage bonuses. Could have been anyone really.

    With someone who does have crit damage bonuses, it simply decreases the value of the crit damage set more. Will crit damage set be useless? Well we already pretty much know it will be on characters with crit damage buffs. This is for general rule of thumb on characters that it stands a chance on being better for (anyone without a crit damage buff).
  • Acrofales
    1363 posts Member
    edited August 2018
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    I made a long(ish) math post a while back for the current situation. I will see if I can update it. There are some wrong assumptions and bad math in this thread that I'll try to fix along the way ;)

    Here it is for right now: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/120328/advanced-modding-the-damage-sets-and-triangle#latest

    E: the last few posts seem a lot better than the first few. Train's math looks accurate to me.
  • Options
    scuba wrote: »
    r2steve2 wrote: »
    This is the kind of thread we need.

    Not that i really read it through though. Too much math for a non-math game
    That even people who enjoy nerding out on math can’t agree how the dang game works you know something is wrong with the game. This thread right here is what’s wrong with mods.

    The discussion is 10x more complicated than it needs to be. It’s not really that confusing. Using estimated numbers it ends up showing that unless you can get crit chance over 75% then offense mods are better. So just to with that and you will usually be fine.

    Then put in many are running boring traya lead. So cc/cd are now really useless so go offense.

    I always felt the "most dps" discussion was for raiding. In arena, sacrificing DPS for pure speed is usually better.
  • Options
    Acrofales wrote: »
    I made a long(ish) math post a while back for the current situation. I will see if I can update it. There are some wrong assumptions and bad math in this thread that I'll try to fix along the way ;)

    Here it is for right now: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/120328/advanced-modding-the-damage-sets-and-triangle#latest

    E: the last few posts seem a lot better than the first few. Train's math looks accurate to me.
    Acrofales wrote: »
    I made a long(ish) math post a while back for the current situation. I will see if I can update it. There are some wrong assumptions and bad math in this thread that I'll try to fix along the way ;)

    Here it is for right now: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/120328/advanced-modding-the-damage-sets-and-triangle#latest

    E: the last few posts seem a lot better than the first few. Train's math looks accurate to me.

    Interesting thread. I find the crit damage vs. crit chance one interesting.

    Train's math was pretty good. Only didn't take into account offense from mods besides the set bonus.
  • crzydroid
    7298 posts Moderator
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    You found the function to be curved because you are trying to take this percentage increase in damage. If you subtract the one function from the other, you will find the linear function you are expecting. The line starts at 0 (there is a 0% increase in damage with 0 crit chance) and ending at 0.3 (with 100% crit chance, the set provides 30% more crit damage).

    When you are trying to take this proportion increase in damage for average damage, you are talking about an increase over an increase. At 50% crit chance, you see that for any particular condition (set or non-set), you see an increase of 50% of the potential damage increase by crits as opposed to if no crits occurred. But it is the proportion of these increases that is making the curved graph. Your situation ONLY looks at crits, so sure, you see a linear increase in whatever numbers you are using. But when you go into battle, you don't score JUST crits. You score crits and non-crits. The offense set provides a linear increase for both. The cd set provides only an increase for crits, but for non-crits, will be worth less than the offense set. So when you talk about crit chance break point, you are concerned with the average crit and not crit damage. As I said before, if you only look at crits, there is no cc break point. CC might as well be 1. If you are talking about CC, you are also talking about non-crits.

    Woodroward wrote: »
    These statements are absolute truth:
    Crit damage set bonus can only increase damage on crits.
    If you crit 50% of the time, you will get the increase 50% of the time
    Getting the increase half the time is mathematically the same as getting half the increase.
    His formula gives 67% of the maximum increase at 50% crit. It is flawed, period.

    I don't know how he messed it up. I didn't want to figure out how to properly include all those factors myself ...which is why i factored them out. Either way, simple math reveals the results are flawed.

    So, I realized your assertion about crit chance here, while seeming logical at first glance, is actually false . If crit chance is 50%, you will not see the cd increase 50% of the time. The reason is because crit chance is a random variable (or rather, critical hit rate is a random variable with parameter crit chance). That is, on any given run of any given battle, we wouldn't necessarily see a critical hit rate equal to critical chance. We would expect our critical hits to average out to critical chance over time. With a critical chance of 0.5, in any particular battle, if we score 10 hits with the character, the probability of critical hit rate of five crits is 24.6%. The cumulative probability of 4-6 crits is 65.6%. But there is a cumulative probability of 5.5% that we'll see eight or more crits.

    Furthermore, having different sets on a character are independent conditions. You cannot simultaneously put two sets on a character, go into battle and fire a shot, and expect to see two damage numbers corresponding to the different sets. So to say that a 50% cc results in whatever percentage increase 50% of the time supposes that trying a battle-real or theoretical-- with the different sets will result in the same order and number of crits, with the crits and non-crits perfectly lining up. Instead, there is an X% increase in damage with the cd set 0.5x0.5 = the 25% of the time they both crit on the same hit. 25% of the time, they will both non-crit, and there is no increase in damage. 25% of the time the set situation will crit over the non-set not, and will result in even greater damage. The last 25% of the time, the non-set will crit and the cd set will actually show a loss in damage. So you would then have to set up the whole problem with all this information. Of course, the weights will be different depending on crit chance, but they should add up to 1. Needless to say, when I computed the value of c with this method from the numbers used in our previous discussion, I got the same conclusion as my other formula.

    But if you think this is an overly complicated and messy way of doing it, you'd be right. It's just a more roundabout way of finding average damage differences between the sets, which is what I did in the first place. It is much easier to just compute the average difference rather than set it up this way (and doesn't involve factoring a quadratic equation).

    If you ask me, trying to take percentages of percentages leads to more conceptual confusion where you can lose track of what you're measuring. If the end equation looks conceptually confusing to you--that's OK. Math was invented to solve complex problems that aren't always easy to figure out by intuitive logic. And it's possible that the equation could be rearranged to make a little more conceptual sense while remaining mathematically equivalent. Or maybe not. But as long as the math was done correctly and the appropriate problem was set up, it's fine.

    And my point is, I think you're setting up the wrong problem by looking only at crits and throwing half the equation away (or at worst, you're bringing the other half back in after improperly splitting a fraction). If someone is asking when to use an offense set over a cd set based on cc, I would think they are concerned with those average damage increases over time, including non-crits. You may have a very good method for finding the proportional increase in crit damage for crits, but it is not the same as crit chance, because you are throwing away the portion that makes crit chance relevant.
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