EQ2 Icon Critical Mêlée

I have been trying to work out which is better, a weapon with a
wide range between minimum and maximum damage or one with a narrower
range. The main difference appears to be when a critical hit (a “crit”)
occurs.

It seems that a crit occurring on a combat ability (CA) is
a straight 30% bonus; if you would have hit for 1,000, you will hit for
1,300 so the weapon range is irrelevant. The interesting time is
when you crit on autoattack. Now, the damage dealt is the greater
of a 30% bonus or the max damage plus 1.

I have illustrated this with the tables and graph below. I have selected
two T8 legendary monk items, the Deklium Battering Cudgel and the Star
of Morning’s Glory. If you look at the 50% marker on the chart,
you will see that they have a similar average hit. The tables tell us that
the average hit is 174 for the Cudgel and 160 for the Star.

Now look, though, at the dashed lines. Here you can see that the
Cudgel (the dashed red line) is way above the Star (the dashed blue
line). Why? Because it can never fall below the max hit and the Cudgel’s
max hit is way better.

Deklium Battering Cudgel

Stats.
Max Damage: 70
Min Damage: 278
Average Hit: 174
Damage Ratio: 3.97:1
EQ2 Rating: 87.0
Range of
Damage
Done
Damage
without
Crit
Base
Crit
Damage
Actual
Crit
Damage
%age
Increase
with Crit
0% 70 91 279 298.6%
10% 91 118 279 206.6%
20% 112 146 279 149.1%
30% 132 172 279 111.4%
40% 153 199 279 82.4%
50% 174 226 279 60.3%
60% 195 254 279 43.1%
70% 216 281 281 30.1%
80% 236 307 307 30.1%
90% 257 334 334 30.0%
100% 278 361 361 29.9%
Average Hit
(Assuming
normal curve)
174 226 294 69.0%

Star of Morning’s Glory

Stats.
Max Damage: 112
Min Damage: 208
Average Hit: 160
Damage Ratio: 1.86:1
EQ2 Rating: 79.9
Range of
Damage
Done
Damage
without
Crit
Base
Crit
Damage
Actual
Crit
Damage
%age
Increase
with Crit
0% 112 146 209 90.0%
10% 122 159 209 70.0%
20% 131 170 209 60.0%
30% 141 183 209 50.0%
40% 150 195 209 40.0%
50% 160 208 209 30.0%
60% 170 221 221 30.0%
70% 179 233 233 30.0%
80% 189 246 246 30.0%
90% 198 257 257 30.0%
100% 208 270 270 30.0%
Average Hit
(Assuming
normal curve)
160 208 226 69.0%
Graph of Critical Hits

Looking at the tables, we see that the average bonus for the
Cudgel is 69.0% whereas the average bonus for the Star is 41.3%. So, in
simple terms, it’s the max damage that counts for crits. The higher the max
damage, the higher the effective bonus gained on a critical hit.

I hope you found this useful. I shall be writing more about the maths underlying EQ2 shortly so please subscribe to the feed
to be sure not to miss it.

Posted by Sixes on http://mmorpg-info.org.

 

7 comments

  • Tipa wrote:

    Could you go into more detail on how you gathered this data?

  • Sixes wrote:

    I didn’t gather the data personally, I used the information posted on EQ2flames.

  • Tipa wrote:

    Blocked at work :P will check it out when I get home. Thanks!

  • Tipa wrote:

    The reason, btw, I am interested is because my inquisitor has a 100% crit rate on autoattacks, so this seems like it would be a better way of checking the worth of a weapon instead of going to Sol’s Eye and killing dozens of giants to get an idea.

    People tend to favor slower weapons to increase the crit chance per swing. But when you have 100% crits, weapon speed might become a much larger issue.

  • Sixes wrote:

    The crit chance per swing is not increased with a faster or slower weapon.

    Consider the following:

    1. Two weapons with the same Damage Rating will do the same amount of damage over a given amount of time.
    2. For (a) to be true, a faster weapon must have a lower average damage than a slower one, for a given damage rating.
    3. Thus the faster weapon will crit more often but, for a given ratio of max to min damage (shown above as the damage ratio) but those crits will be for less, proportional to the average damage.
    4. Again, on average, those lesser crits happening more often will equal the slower, larger crits for a given damage ratio and damage rating.
    5. But slower weapons tend to have the larger damage ratio (for no good reason I can see) as well as the larger average damage (for a very good reason, see (b)).
    6. Thus to maximise the total damage gained by crits, you need the highest possible damage ratio which means the highest possible max damage which may well mean the slowest weapon.
    7. Finally the further advantage of a slow weapon is that you are less likely to hit any haste caps.
  • Tipa wrote:

    I should have clarified: with 100% crits on autoattacks, it just becomes a modifier to base damage. I was really talking about the increased chance to *proc* per swing for slower weapons. My fault for confusing the terms. Many absolutely vital combat effects, such as knockback, interrupts and stuns that clerics can deliver depend on increasing the chance they fire per swing. Far few heals need to be cast if the inquisitor is firing off those procs at a good pace. The power of my class here is nearly entirely dependent on choosing the correct weapon.

    I have a gut feeling that slow weapons with high max damage and wide range will turn out to be best. But I am also concerned with the mace+shield combo, since often shields have passive healing bonuses or healing procs that are vital to an inquisitor’s other role in a group — healing…

  • Ashlian wrote:

    You should also consider that spells and CA’s interrupt autotattacks if they fire when the autoattack would normally occur. Therefore, a longer delay weapon is often more useful simply becaue you can get off more spells or CA’s between each autoattack without causing it to pause. With a shorter delay weapon you’ll be seeing your autoattacks interrupted more frequently and you will therefore lower your autoattack damage.