(With caveats, such as RNG and hit percentage capping.) In other words it's pretty good for bosses and awful otherwise. revenge 5 adds 61%, so it takes an additional 1.64 rounds to break even. You can also take a big shortcut: to find out the break-even point, simply divide 100% by the addition. All enemies are not created equal, but if we make it all complicated we still find that early damage is worth far more than later damage. An enemy party with four members has strength = 4^2 = 16. Early damage is worth far more than later damage, because of Lanchester's square law. ![]() If a total normal dot is 15 (max slice off) then the crit is an extra 10. Crit damage = 100% of damage * crit chance. ![]() I would suggest doing it additively instead. Not including some funky rounding, crits double average damage. if you have an 80% chance to hit and a 10% chance to crit, that's a 20% chance to miss and an 8% chance to crit overall.Īll dot crits last for 5 rounds. The crit roll comes after accuracy, so you can't just bundle them together like that.
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