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So while you always want a healthy amount of damage, using 1-2 crit mods is still a good idea. After WoF expert you can go 4-2 damage / crit which I think is the best.
Playing a solo Master world ATM and it's Menacing on all for me. Rely mostly on base damage vs crit chance in games unless you can get crit chance to a very high number (nearing 100%) where it becomes reliable. Not into the occasional big crit number that pops up. Sustained DPS is what I build for mostly.
But of course, I did not check the math behind that.
In the end, it really doesn't matter that much. Let's assume your weapon has a base damage of 120, base crit rate of 4% and you're fighting something with 50 defense.
Let's further assume you're wearing Chlorophyte, used both Rage and Wrath Potions, are Exquisitely Stuffed, you add a Demonic modifier on your weapon and you have both a Destroyer Emblem and a specialized Emblem (and no other damage modifying accessories)
That gives you a total of +82% damage and 46% chance of a critical hit, for an expected damage of (120*1.82 - 25)*1.46 = 282
Now let's say you forge all your accessories to be Menacing, giving you +28% damage modifier for a total of +110%. You can now expect a total damage of about (120*2.1 - 25)*1.46 = 331
What if you went with Lucky instead and got an extra +28% critical hit chance? Now your expected damage is (120*1.82 - 25)*1.74 = 336
What if you maximized your expected damage? In this case you'd end up with 5 Lucky and 2 Menacing accessories, for a total damage of (120*1.90 - 25)*1.66 = 337
So in this particular case, on your damage total, the worst selection of accessory modifiers (all-Menacing) vs. optimum selection of accessory modifiers is less than 2%. Just going from all-Lucky to the optimum is less than 0.3% difference. If you're wearing better armour or add more accessories that increase both damage and critical hits, it matters even less.
Personally, if you want damage output and reforge into either Lucky or Menacing, I'd just stop reforging and stick with what you got; they're both good.
You can get 100% crit chance easily with items (especially melee) but you gotta ask yourself it is worth over say max mana/mana consumption? movement speed? ammo consumption? and/or raw damage?
Not to mention crit chance is completely worthless on summoner minions and sentry summons. You can get it for summoner but if you're going for dps overall then raw damage is the way to go to maximize minion damage instead of your own. Same goes for if you try using minion and sentry summons for a slight boost in damage as a non-summoner like a mage or ranger just for the hell of it. 3 extra damage sources (i.e. 2 from minion + enchantment table / minion table and 1 sentry summon) will overwrite the % crit build easily.
it also depends on the mobs and weapons you use somewhat.
items that shoot very slow or attack very slow i'd consider crit builds. If it's a faster firing item then crit is literally worth less worthless b/c of the insane firing speed. It's like you can shoot fast enough that you'll get a good sized dps from just the amount of crits that come out. A 1 in a 1000 chance doesn't matter vs a 1 in 10 if you fire the 1 in 1000 at 100 rpm while the 1 in 10 fires at 50 rpm.
Those setups benefit from crit more than a summoner for sure.
practically a critical hit is always more DPS. 100% damage increase is much more than, let's assume we play normal, 20% or 28% on Master.
Highly theoretical getting all 5 accessories on crit % is the same as getting them on damage %.
If we assume that a weapon deals 100 damage, 10 hits would be 1200 with a damage build every time all the time.
If you get 20% crit, then worst case you lose 200 damage. Best case you win 800 damage.
Ideal case both are 1200. Since you are prone to hit more with higher crit chances, crits are theoretically better, unless you get 100% damage increase, which you cannot get simply from accessory reforges.
In theory, crit% is always better mathematically, since the lowest % of crit you could have is 24%.