2013-11-28, 01:01 AM
Grey Wrote:That's not logic, it's intuition.
If you use the 10% Crit Ring, you gain 7% damage. If you use a 15% INT ring instead and you have less than 214% INT, you gain more than 7% damage, and if you use a 12% INT ring instead and you have less than 171% INT, you gain more than 7% damage. If either of those apply to you, and you still decide to use a 10% crit ring instead of a 12%/15% INT ring, you'll be losing damage.
critical hits are ~4m and the none-crit are ~3m.
at 75% critical, that's 1 line (out of 4) with 1m diff, and 1 line (out of 4, sunfire) with ~500k diff.
That's 1.5m total different per hit out of 4x3 + 3 +2x3 + 1.5 (22.5m dmg per hit) = 0.0666%.
my current int is 195%.
12% ring is 0.061
13% ring is 0.066
14% ring is 0.717
15% ring is 0.076
Well ya, you guys are right. any ring above 13% is better I guess.
It's just harder to read someone else' math and easier to understand it with own math I guess :f6:
Thanks a lot!

Chilly Wrote:The math man can give more exact numbers, but in a quick dash through, you aren't actually comparing 3M v. 2.2M damage, that would be comparing 100% Critical v. 0% Critical. The more accurate comparison would be 3M v. 2.88M comparing 100% v. 85% Critical ((0.85*3M)+(0.15*2.2)=2.88M). That's some of the basis behind hadriel's suggestions regarding the %INT, etc. That's if there are too many numbers to digest there.
EDIT: Now that I've been ninja'd, I recall either hadriel or Grey having a table with relevant critical, maybe minimum critical data. I don't remember where it is now though.
Yup, you are right. now I've got that all right I guess, thanks!
Thanks guys!

