Crit Rate + Crit Dmg Vs Dmg + Dmg
Here I compiled all the cards that can help you get higher critical rate or critical damage. Check them out.
Card Name | Slot | Card Bonuses | Icon |
Cruiser Card | Effect: Loot / Draw Buff: Atk +4.5 | ||
Goblin Archer Card | Weapon | Crit.Dmg +10% Crit to undead monsters +20 Deposit Buff: Cirt. Dmg to undead +5% | |
Steam Goblin Card | Effect: Loot / Draw Buff: Crit.Dmg +5% | ||
Rotar Zairo Card | Weapon | Critical +7 Crit.Dmg +10% Deposit Buff: Crit. Dmg +1% | |
Gryphon Card | Effect: Flee +10 Cri +5When the item is equipped by swordsman, auto attack has a 3% chance to trigger [Bowling Bash] Lv.5 Deposit Buff: When equipped with Gryphon Card, the swordsman’s auto attack has more chance to release bowling bash. | ||
Kobold Archer Card | Effect: Loot / Draw Buff: Max HP +24 Deposit Buff: When equipped with Kobold Archer Card, HIT +25 | ||
Lunatic Card | Effect: Loot / Draw Buff: Atk +3 | ||
Soldier Skeleton Card | Effect: Loot / Draw Buff: Critical +1 | ||
Wolf Card | Effect: Loot / Draw Buff: Atk +6 | ||
Baphomet Jr. Card | Garmets | Agi +2 Cri +5 Deposit Buff: Max HP +70 | |
Hyegun Card | Effect: Loot / Draw Buff: Max HP +84 | ||
Kobold Card | Accessories | Str +4 Cri +10 Deposit Buff: Str +1 | |
Agi +3 Cri +3 Deposit Buff: |
Crit Rate Crit Dmg Vs Dmg Dmg 10
Simply put Crit Rate is your chance to do Critical bonus damage, and Crit Damage is how much extra damage you'll do. They're two halves of the same goal. Good: something lIke 35% crit rate and 140% critical damage. Bad: 5% critical rate and 160% damage, or 50% critical rate and 110% crit damage. Ok so focus on crit damage on 4th slot. Aug 29, 2018 You guys request for a crit rate video. So here you go! This time with Mulung Crit Rate buff at 10%. Crit Rate Vs Crit Dmg Zakum. The defensive set, again, has no DMG or crit bonuses, and the starting crit rate is assumed to be 12% (the base is somewhere around 10%, but titles are significant at low crit rates like this). Now, we plot optimal number of points in DMG versus crit damage using the above equipment setups. Aug 12, 2010 Crit Rate VS. Crit DMG & finding the balance. I had an argument with a sFS that's trying to tell me 45% Rate is enough for a WA and then some Wiz trying to say a 15/24 Helm is garbage for a WA. The wiz seem to be on his period and start flaming for no reason. Why so serious?
Crit Rate VS. Dmg 3000. Crit DMG & finding the balance. Crit damage is useless without the rate to successfully utilize it Going 54% rate / 165% cd and you'll do more damage in a shorter period of time for pve and NW because you will crit more,but won't crit as hard for pvp's. I play only mag characters in PvE and spell crit damage bonuses are worthless, because when you get a bit more CP and good good debufs you will already have +70-100% crit damage. So adding another +10% crit damage will add it up to +8-110% so the damage gain will not be that much. Crit dmg runes raise by a% of your total damage, so the more damage your crit does, the more crit damage is added by your runes. Because crits naturally do 200% damage (250% if you have IE), the damage bonus given by crit dmg runes will give more damage than flat damage runes will on crits.
Do you think I missed some cards that should be listed here? Comment them below. Internet explorer mac download.
My main is a vr14 Imperial Templar DPS using 2h sword and a bow since pre-release. She also has leveled both staffs to 50. I've made it all the way through Cadwell's s/g with her, done my share of PvP, and plenty of other achievements. But damage vs. crit is still a question for me, especially now with stamina builds having their day since 1.6 release.
Thanks in advance to everyone who participates in this discussion.
Look, I am not a specialist of min / max, but using logic occurs to me the following.
Normal damage is sustained (uniform).
The critical damage is sporadic (depends on chance%)
In PvE you can position yourself in an almost static position and constantly make an impact since it is easy to predict the motion of an NPC.
In PvP do not know if you're going to hit or miss since the other player moves randomly.
Having a chance to blow a player is more difficult and perhaps you miss a chance of critical so unless the crit chance is high I do not see recommended for PvP. The problem of normal damage in PvP is that it may not be enough to lower an opponent's life and given a chance to heal, so a good chance of critical can be more profitable.