My take:
Theres a base value for every stat, in your example the piece adds 680 to x (where x is your current base stat for crit chance). Percent bonus (from mods that increase cc by percent) is then derived from that base value and added to it.
I think the game displays total crit as a percent as that's what it is, you have a percentage that may grant you a crit (ie 25% is a 1 in 4, 50% is 1 in 2, etc). The whole number gear adds to the base number that the percent is calculated on.
So say you had a base value of 100 cc; the percent would then be based off that value. Adding your 680 to the 100 now gives you a higher base value, and in turn better chances/higher percent). I'm not sure of the max value cc base can go to, but I image the calculation to figure cc is base value multiplied by any % increases from mods, divided by max value x 100 to give the total cc%
You can google to see if anyone's figured out the formula for crit chance; I know they've done it for defense.
But it's the same deal where there's some physical value and then a formula is used to calculate the percent. I don't know if CC has the same kind of diminishing returns that defense does.
You can google to see if anyone's figured out the formula for crit chance; I know they've done it for defense.
But it's the same deal where there's some physical value and then a formula is used to calculate the percent. I don't know if CC has the same kind of diminishing returns that offense does.
I assume you meant "defense" in your last sentence. If you did, there aren't actually diminishing returns. If you get the formula to convert the integer armor value into %armor and calculate how eHP [(HP/(1-arm%)] changes with each point of defense, there are no diminishing returns. That is, each point of defense adds the same amount to eHP.
I believe it's roughly +22 = +1%, if memory serves. I worked it out by noting the crit chance before and after equipping a gear piece with a flat crit chance value.
You can google to see if anyone's figured out the formula for crit chance; I know they've done it for defense.
But it's the same deal where there's some physical value and then a formula is used to calculate the percent. I don't know if CC has the same kind of diminishing returns that offense does.
I assume you meant "defense" in your last sentence. If you did, there aren't actually diminishing returns. If you get the formula to convert the integer armor value into %armor and calculate how eHP [(HP/(1-arm%)] changes with each point of defense, there are no diminishing returns. That is, each point of defense adds the same amount to eHP.
Yes, I did mean defense. I was talking about the diminishing returns of the increase in defense % the higher you get. I didn't think about effective survivability; that's an interesting point.
Replies
Theres a base value for every stat, in your example the piece adds 680 to x (where x is your current base stat for crit chance). Percent bonus (from mods that increase cc by percent) is then derived from that base value and added to it.
I think the game displays total crit as a percent as that's what it is, you have a percentage that may grant you a crit (ie 25% is a 1 in 4, 50% is 1 in 2, etc). The whole number gear adds to the base number that the percent is calculated on.
So say you had a base value of 100 cc; the percent would then be based off that value. Adding your 680 to the 100 now gives you a higher base value, and in turn better chances/higher percent). I'm not sure of the max value cc base can go to, but I image the calculation to figure cc is base value multiplied by any % increases from mods, divided by max value x 100 to give the total cc%
But it's the same deal where there's some physical value and then a formula is used to calculate the percent. I don't know if CC has the same kind of diminishing returns that defense does.
I assume you meant "defense" in your last sentence. If you did, there aren't actually diminishing returns. If you get the formula to convert the integer armor value into %armor and calculate how eHP [(HP/(1-arm%)] changes with each point of defense, there are no diminishing returns. That is, each point of defense adds the same amount to eHP.
Yes, I did mean defense. I was talking about the diminishing returns of the increase in defense % the higher you get. I didn't think about effective survivability; that's an interesting point.