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Post by Vithigar on Jun 10, 2006 12:33:15 GMT -5
I ran through the numbers the other day, turns out +crit isn't quite so good as I thought. It varies a little from spell to spell. The general formula is as follows:
+1% crit = (base damage + effective plus damage) * 0.005
If you have ruin or a similar talent that increses spell crits to +100% then just double it.
So, on a shadowbolt unimproved by +dmg gear (assuming about 700 damage) one percent of +crit gear is worth the same as about +3.5 damage on that spell. If you have Ruin, it's worth +7. If you do have +dmg gear, we'll say you're throwing 1000 damage shadowbolts, +1% crit is worth +5 damage, or +10 if you're specced Ruin.
So, it becomes a balancing act. The more +dmg you have the better +crit is, but if you sacrifice too much +dmg, your crits will not be as good. Now you know the formula, on a per spell basis, to determine the optimal configuration!
THE MYSTERY LESSENS!
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Post by Malthorn on Jun 11, 2006 2:45:35 GMT -5
Best overall is a good combination of the 2...so you want both.
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