Crit has a baseline 5% chance to do 40% more damage, or roughly a 2% damage contribution.
1900 crit is a 19.2% chance to do 54.2% more damage, or 10.41% damage. Subtract the base amount for a 8.41% dps increase.
1900 DH is 39.3% chance to do 25% more damage, or 9.83% damage.
2900 crit is a 28.4% chance to do 63.4% more damage, or 18% more damage. Subtract the base to get 16%.
2900 DH is 64.9% chance to do 25% more damage, or 16.23% damage.
3000 crit is 29.3% chance to do 64.3% more damage, or 18.84% more damage. Subtract the base and you have 16.84%.
3000 DH is 67.4% chance to do 25% more damage, or 16.85% damage.
So point for point, at 1900 values DH is about 16.88% better than crit. At just above 3000, you'll see an inflection point when crit overtakes DH. Now, if you have things like a bard in the party (2% crit all the time), a dragoon (15% with 1/6th uptime), a scholar (15% with 1/8th uptime), or are a job with bonus crit chance (monk*, bard, warrior) or bonus crit mechanics (monk chakras, bard songs) then crit gets bonuses. Assuming you ran with all 3 of them, you'd have ~6.38% crit chance bonus on average. This means...
1900 crit gets you 25.58% crit chance to do 54.2% more damage, or 13.86% damage. Subtract the base of (now-higher) 11.38% chance for 40% more damage, 4.55%, and you have 9.31%. This is compared to DH's contribution of 9.83%, so even with a party stacking crit chance for you**, crit is still worse at this level.
*Monk's guaranteed crit on Bootshine actually makes crit worse, but the benefits from internal release being 30% with 1/4 uptime outweighs it positively, although barely.
**Spear is still much worse than Balance. 10% crit chance for 20 seconds is roughly 4% for 20s, compared to post-nerf Balance at 10% for 30. No AST in their right mind will be fishing for Spear procs, even after 4.05.
edit - minor typos, i b slepy



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