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View Full Version : equivalence Damages, crit and others


ailees
01-28-2008, 12:16 PM
Let's suppose our average damage is around 5K ; then :+1% damages is equivalent of +50 damages +2% crit chances (crit being half base damage)and +1% base damage is better than all others because it increase the base from which all others %damages and % crit are computed...Am I right ? Of course if our average damage is lower, then +50 is better than +1% and reciprocally, if average is higher, the fix value added is not good...now I have no idea how to compute equivalence for +%casting times or +%recast times, seems really hard to compare IMO.

Baynne
01-28-2008, 01:20 PM
I am honestly not sure where you are trying to go with this post.  If you are trying to figure out the formulas to decide if +spell damage% is better than +crit chance or if you are just explaining it.  +% to damage only makes the base nuke bigger... which in turn makes the crits bigger.  not sure where you got the "crit being half base damage" thing from tho.  Crit formula is spell's max damage + X where X has to be at least 1, but no bigger than I think 30% of the max base damage. 

ailees
01-29-2008, 01:28 PM
<span class="postbody"><i>you are trying to figure out the formulas to decide if +spell damage% is better than +crit chance </i>and other effects,  YES this exactly my question. Let's suppose I have boots with stats, efects being different. If I don't take caps into account, is it better to get an effect of 2 percent damages ? or 5 percent chances crit ? or 1% faster casting ?</span><span class="postbody"><i>Crit formula is spell's max damage + X where X has to be at least 1, but no bigger than I think 30% of the max base damage</i>I did not know the 30% limit (are you sure ?) I was computing with a 100% (100 more means than an average crit would be at 150% of max damage  ; with 30% we are at 115% average).Now let's compute :1% chances of crit (with your 30% limit) is 50.65% damage average ((99*50+1*115)/100) then it is less than 1% more damages I rounded that to the formula :<b>1% damage = 2% chances crit.</b>how much damages 1% represents ? it is hard to say, because depends on what you cast, but I think it is around 50...and my question was :1/ is my supposition mathematically correct ?2/ how can I compute equivalence of other effects ? </span>

Baynne
01-29-2008, 03:34 PM
i am pretty sure about the 30% damage... would be nice if higher lvl wizzies would chip in to verify - but for now you got me lol.  honestly 1% spell casting speed is the last thing i would look for.  i would probably look for +% spell crit second, and +% spell damage first since it would increase my average DPS on a more consistant lvl.  keep in mind i do not raid, this comes from a solo/duo and grouping perspective.

ailees
01-30-2008, 03:24 AM
yeah, I AM a raider, that's the difference. I'm interested in one thing, DPS in raid ! Fast casting and fast refreshing are important, for example comparing same raid with almost same people in my group, I can tell that Time compression gives a boots around 35 % DPS (could be better... if singer/pally for deagro).I would prefer -4% casting time than +75 damages ; I am sure that it provides more DPS, but I'm not able to compute how much, then it is more a belief than a proven fact.P.S. for work on DPS and on effects of stuff, some guys were very good at parsing and computing, but it was 2 years ago, and they left (I see them in VG...)Nobody right now, as far as I know, is courageous and skilled enough to do it <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />