Okay, now I think this is all of them, and this one was the simplest:
CriticalChance < CriticalDamage / 3
If your CriticalChance is less than your CriticalDamage/3, then it's better to use Critical Chance Mods.
So if your critical chance is "low" it's better to boost CriticalChance than CriticalDamage. It was a no-brainer, I know, but now we've done the math to show it.
It's been fun working on these, I hope they are helpful. I may wrap them all up into one thread but for now you can get to the others by clicking my avatar and checking out the other discussions.
Is this CriticalDamage the 150%+modifiers, or just modifiers, StormTro0p3R_H? Example, please?
Both of these are numbers with any modifiers included. So if I have two critical chance mods on already, and one has a primary +12% critical chance and the combination of secondary crit damage bonus is +5%, it would look like:
Okay, now I think this is all of them, and this one was the simplest:
CriticalChance < CriticalDamage / 3
So if your critical chance is "low" it's better to boost CriticalChance than CriticalDamage. It was a no-brainer, I know, but now we've done the math to show it.
It's been fun working on these, I hope they are helpful. I may wrap them all up into one thread but for now you can get to the others by clicking my avatar and checking out the other discussions.
i read over again and couldn't see any hint of "how to tell..." almost a good post !
Or maybe the devs could implement it in game? With something like a power rating or mod effectiveness rating that we could see before we equip or a mod suggestion pane for each character.
Okay, now I think this is all of them, and this one was the simplest:
CriticalChance < CriticalDamage / 3
So if your critical chance is "low" it's better to boost CriticalChance than CriticalDamage. It was a no-brainer, I know, but now we've done the math to show it.
It's been fun working on these, I hope they are helpful. I may wrap them all up into one thread but for now you can get to the others by clicking my avatar and checking out the other discussions.
i read over again and couldn't see any hint of "how to tell..." almost a good post !
and base is 150% critic damage for (i think) every chars... critic chance is always lower than damage
For Leia it is good to have Damage
For Lando i would say Chance to make sure he crit enough to reset cooldown on his special
and base is 150% critic damage for (i think) every chars... critic chance is always lower than damage
For Leia it is good to have Damage
For Lando i would say Chance to make sure he crit enough to reset cooldown on his special
The BaseCriticalDamage is always 1.5, but there are the other mod bonuses to consider and also some characters boost their own critical damage or critical chance.
Replies
Both of these are numbers with any modifiers included. So if I have two critical chance mods on already, and one has a primary +12% critical chance and the combination of secondary crit damage bonus is +5%, it would look like:
BaseCriticalChance + .17 = CriticalChance
and
BaseCriticalDamage + .05 = CriticalDamage
I agree. Maybe with some time this weekend I can make that happen. We'll see.
i read over again and couldn't see any hint of "how to tell..." almost a good post !
Added it in. Good observation.
For Leia it is good to have Damage
For Lando i would say Chance to make sure he crit enough to reset cooldown on his special
The BaseCriticalDamage is always 1.5, but there are the other mod bonuses to consider and also some characters boost their own critical damage or critical chance.