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  1. #1
    Player
    Psycofang's Avatar
    Join Date
    Dec 2014
    Posts
    287
    Character
    Void Fang
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    So apparently

    Direcr hit is 1% per 38 and +25t bonus damage (static)

    Crit is +1%/1% chance/damage per 108 (+ innate 5%)

    Spell speed is -.01 on caster per 68-381.
    So if your spell speed is 1781 its actually 1400.

    We wont be seeing good old 2.64 cast times till 2300 spell speed or 2285 ss.

    Seems like until we can get crit to 2500+ its better to go SS/ Direct hit since it scales stupidly well.
    (0)

  2. #2
    Player
    Ferrasper's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Doctor Fumbles
    World
    Gilgamesh
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Psycofang View Post
    So apparently

    Direcr hit is 1% per 38 and +25t bonus damage (static)

    Crit is +1%/1% chance/damage per 108 (+ innate 5%)

    Spell speed is -.01 on caster per 68-381.
    So if your spell speed is 1781 its actually 1400.

    We wont be seeing good old 2.64 cast times till 2300 spell speed or 2285 ss.

    Seems like until we can get crit to 2500+ its better to go SS/ Direct hit since it scales stupidly well.
    TY for the math. So on pieces that don't want SS, I should go direct hit.
    (0)

  3. #3
    Player
    Zyler's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Zyler Amos
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Psycofang View Post
    So apparently

    Direcr hit is 1% per 38 and +25t bonus damage (static)

    Crit is +1%/1% chance/damage per 108 (+ innate 5%)

    Spell speed is -.01 on caster per 68-381.
    So if your spell speed is 1781 its actually 1400.

    We wont be seeing good old 2.64 cast times till 2300 spell speed or 2285 ss.

    Seems like until we can get crit to 2500+ its better to go SS/ Direct hit since it scales stupidly well.
    If thats true wouldnt direct hit easily be better then spell speed now n far better then crit?
    (1)

  4. #4
    Player
    Lodinn's Avatar
    Join Date
    Apr 2016
    Location
    Limsa
    Posts
    42
    Character
    Tenebrosa Estiuette
    World
    Odin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Psycofang View Post
    {SNIP}
    Seems like until we can get crit to 2500+ its better to go SS/ Direct hit since it scales stupidly well.
    How did you get your numbers?
    I mean... 2500/108 =~ 23% chance/multiplier, so it results in 0.28*0.63-0.05*0.4=15.6%; (assuming base crit multiplier is 1.4)
    2500/38 =~ 65.8, 0.658*0.25=16.45%.
    Looks more like 3.5k (at 3.5k they both actually merge at +23% damage and that's with respect to base 364 so ~3.9k total pool between crit and DH).
    (0)

  5. #5
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Lodinn View Post
    snip
    Crit still affects the crit damage, correct?
    Not sure if you're accounting for that in your "napkin math" (forum math really) when trying to equate the expected value per spell of either source.
    That would change the breakpoint (lowering the amount of crit needed, as not just the chance but also the crit damage is scaling with crit).
    (0)

  6. #6
    Player
    Lodinn's Avatar
    Join Date
    Apr 2016
    Location
    Limsa
    Posts
    42
    Character
    Tenebrosa Estiuette
    World
    Odin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Galvuu View Post
    Crit still affects the crit damage, correct?
    Tha's what 0.63 in the formula stands for (base 0.4 + 0.23 from crit rating).
    Actual calculation is
    f(crit)=(crit_chance*crit_multiplier+(1-crit_chance)*noncrit_multiplier)
    damage increase is f(crit)-f(base_crit).
    And increase over base value is (given noncrit_multiplier is just 1) delta_multiplier = crit_chance*crit_multiplier+(1-crit_chance) - 1 = crit_chance*(crit_multiplier-1).
    Absense of explicitly coded diminishing returns makes calculations quite simple.

    What MIGHT change the outcome is if i got base values wrong, i.e. if base crit multiplier is 1.5 then breakpoint indeed happens noticeably earlier.
    (0)

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