Crit Rate 4 Or Crit Dmg

Critical hit chance can surpass 100%, for further information read Crit Tiers. Critical Multiplier Edit. When a critical hit occurs, that hit's damage is increased and the damage value's color is changed to yellow. The stat describing by how much a crit is strengthened is displayed in the arsenal as a multiplier. A crit rate rune is going to increase critical rate by 58%, which, at a minimum, increases over all damage by 28%. This gives lower spike damage, but higher average damage. As critical damage increases, the value of crit rate increases.

Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. chance or crit. damage either.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though:
Armor Penetration
The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there.
Critical Chance
This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes:
Against 18 armor: 6.8% damage increase
Against 70 armor: 4.72% damage increase
Against 100 armor: 4% damage increase
With IE against 70 armor: 7% damage increase.
With IE against 100 armor: 6% damage increase.
Critical damage
The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix:
18 armor, 8% crit. chance: 1.49% damage increase
70 armor, 50% crit. chance: 6.49% damage increase
70 armor, 70% crit. chance: 8.85% damage increase
To sum up:
Best early game rune: Armor Penetration.
Worst early game rune: Critical Damage, by far.
Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal.
Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122).
Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.

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in PvE Discussion

Crit Rate 4 Or Crit Dmg 2017

Dmg
Does anyone know if Tera has a soft cap for crit factor or a maximum effective crit factor?

Comments

Crit rate 4 or crit dmg free

Crit Rate 4 Or Crit Dmg List

  • No idea about max, but I keep hearing that recommended is about 315. But that's after consumables and all other buffs. Because one never crits often enough even even one of 10 attacks are non crit.
  • @Ketoth would probably be the best to help you out if he/she is interested. Otherwise you could refer to their theorycrafting guide here.
  • there isnt and there is a soft cap.
    There is : if you take literally, the soft cap starts at +0 bonus crit rate.
    There isnt: Because it is a smooth curve that depend on the crit resist of the enemy and the glyph/proprieties of each skill. Some skill can hit the hard cap of 100% sooner than other skills, it is necessary analyze each case.
  • Crit factor suffers doubly from diminishing returns.
    First there's DR when you convert crit factor to crit chance.
    Second there's DR when you convert crit chance to expected dps (when crit damage remains constant).
  • The 'bonus' you get with every crit factor u add it starts to be less and less significant the more you have. So i would say there's some sort of cap in the sense that you reach a point where it's not worth to spend more in crit factor.
  • The 'cap' is different for each class, for example warrior does not benefit much from crit factor once once scythe always crits, while archer should stack as much crit as possible. The cap does not come from the stat itself but from each class skill set.
  • 200 is the maximun effective
    with keen etching 3, maybe you can reach 350 if you go full critic with your stuff without buff
  • The 'cap' is different for each class, for example warrior does not benefit much from crit factor once once scythe always crits, while archer should stack as much crit as possible. The cap does not come from the stat itself but from each class skill set.

    Scythe crits 100% to me having 52+203 on mystic party. W/o mystic goes to like 90% though, and i dont think the dmg loss is worth for that 10%
  • Thank you all for the excellent and super helpful insights on crit factor. All of you that responded validated the suspicions I had on how situational stacking crit factor is depending on class, glyphs and skill kit. I main warrior and have basically the same crit setup as @Based12 258 or 278 (power or crit necklace) depending on the availability of Mystic in party to get that 100% scythe crit. I saw this as the maximum effective crit value range for warriors. This setup has me always at highest dps next to brawler or ninja in dungeon parties. I use +15 SF. I do see some other warriors with obscenely high crit factor values, but was hesitant to make that change as I wonder about diminishing returns on over stacking crit factor.
    I agree with @Darkomax about crit caps being situational by class and skill kit.
    Anyways appreciate all the intelligent and concise feedback! .saved me from making a costly mistake..
  • edited June 2016
    Thank you all for the excellent and super helpful insights on crit factor. All of you that responded validated the suspicions I had on how situational stacking crit factor is depending on class, glyphs and skill kit. I main warrior and have basically the same crit setup as @Based12 258 or 278 (power or crit necklace) depending on the availability of Mystic in party to get that 100% scythe crit. I saw this as the maximum effective crit value range for warriors. This setup has me always at highest dps next to brawler or ninja in dungeon parties. I use +15 SF. I do see some other warriors with obscenely high crit factor values, but was hesitant to make that change as I wonder about diminishing returns on over stacking crit factor.
    I agree with @Darkomax about crit caps being situational by class and skill kit.
    Anyways appreciate all the intelligent and concise feedback! .saved me from making a costly mistake..

    EDIT - Removed image. As per forum rules don't discuss or link to 3rd party software or TERA mods.
    On that DFNM run there was priest and mystic as you can see.
    I posted this on DPS thread to show how warriors are not that bad in dps as people say they are. Im on full slaughter +12, and everyone but brawler were on starfall+15.
    Right now i have around 72k+70k attakc and 52+203 crit factor. I think taking away damage to have more crit factor it's not worth, imo this is almost perfectly balanced and it's the warrior dps build people should do.
  • I agree. Great to see validation I picked the right dps setup.
  • any ideia how much is that 'limit'for tank brawlers?
  • @BusinessCathttp://forums.enmasse.com/tera/discussion/1484/min-max-brawlers-bernkastel/p1
    Here ya go, everything you could need brawler wise
  • Not sure if you should focus on getting 100% crit on scythes without even giving numbers on bladedraw?
  • edited June 2016
    @Ultemecia thats soooooooo damn helpful.. YAY for no work today and only tera reading!!!
    TYVM

Crit Rate 4 Or Crit Dmg Free

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