![]() It starts breaching into the realm of theoretical DPS, and even casual play in Expert mode isn't really difficult enough to warrant the worry. Having 130% critical hit rate isn't giving you a 30% chance of doing triple damage, after all. Of course, as mentioned, Ranged damage prefers Menacing just because they get ludicrous amounts of critical hit already from their later armors and buff potions. Like, yes, it's more damage to get that extra 4%, but the opportunity cost of getting somewhere around 2~3 extra damage per hit is a 4% chance of doubling your final damage that's already fairly high to begin with. When you consider that you can have upwards of 70% from your armor and accessories alone before Menacing, it starts to make sense why some players would prefer an extra 4% chance to double their damage rather than go from 70% to 74%. However, damage modifiers are much, much easier to come by than critical hit bonuses. ![]() The easiest way to consider it is you want to keep a nice balance of the two - you want to reach as close as possible as you can to 100% critical hit rate without sacrificing too much in the way of your damage modifiers. There's a lot of weird min-maxy number crunching that goes into it you have to consider rate of fire, damage with full Menacing, damage with full Lucky, so on and so forth.
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