![]() since that's comfort, it's a personal decision.MADMONQ is a gaming suppliment designed to help you focus more while improving your body in the process. There is ofcourse the other end of adding extra Crit Chance to make the performance of the Weapon at lower Hit Counter tiers feel more comfortable. sometimes it's worth it, sometimes it isn't. which does mean that you have the secondary layer of whether the extra Crit Chance is worth it if you also add more Crit Damage (or don't).Īnd then you have the really sweat inducing wrinkle of whether you're counting on always having your Hit Counter maxed or at a particular level, Et Cetera.Īgain in short, it's complicated. So, the importance of Crit Tiers, is strongly determined by how high your Crit Damage is. We should note that your Crit Damage value does strongly determine how useful extra Crit Tiers is. triple Crit is 1.5x-ish Damage, that may be worth it or may not, it'll depend on the Weapon. So double-ish Damage for a double Crit, that's definitely worth it. However, what about the actual Damage increase? well, let's think about it. In this case, we could suppose that you probably won't get triple Crits that often, so making triple Crits essentially guaranteed will be a real difference. In this case of 23%, you were already having a high probability of a double Crit, so the extra Crit Chance is not making much of a difference here.īut, we can look at some other scenarios ofcourse. sometimes it will be, sometimes it won't. It's not necessarily worth it, it's complicated. You can do a lot better than those with attack speed or elementals or even just more base damage. Going from white to yellow is 4x, yellow to orange is 1.75x, orange to red is 1.43x. This is still linear scaling and still diminishing returns. ![]() Assuming you have a standard 4.0 CD then a yellow crit does 4x damage, orange crit does 7x damage and red crit does 10x damage with +3x each tier above. ![]() Increasing your crit tier is only a linear CD - 1 increase in damage. If you want to remove Sacrificial Steel, find those melee with at least 30% base crit. ![]() Comparing to 880%, this means not only you cannot deal sustainable orange crit, but also no chance for you to red crit unless you Heavy strike. (In this example I'm assuming that, in practical cases, 25% chance on red crit is enough to heat up the gameplay)Ħ60% crit rate is only enough for those 23% base crit melees to have roughly 174% crit chance in total. That Diminishing return is not really the case here, if that 880% crit rate is enough to cast Red crit which deals much higher damage than Orange crit, the Return is worth the tradeoff.Ĩ80% crit rate is enough for melee with at least 23% base crit to have roughly 25% chance to red crit (225% crit rate), even higher for those who can spam Heavy hits with Zenurik. Especially since CC is not a damage multiplier but a multiplier of a damage multiplier. So generally speaking no you should not use both Blood Rush and Sacrificial Steel together. They're both just 100 apart but going from 100 to 200 is 2x while the other is 1.1x. If you didn't know linear scaling has diminishing returns.Ĭonsider the difference between 100 and 200 versus 10. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |