physical damage increase vs crit damage

Crit Damage however defines how much extra damage a critical strike does. Ragnarok M: Eternal Love is a free-to-play fantasy RPG based off the original Ragnarok Online franchise, developed by XD Global and licensed by Gravity Interactive. ._2cHgYGbfV9EZMSThqLt2tx{margin-bottom:16px;border-radius:4px}._3Q7WCNdCi77r0_CKPoDSFY{width:75%;height:24px}._2wgLWvNKnhoJX3DUVT_3F-,._3Q7WCNdCi77r0_CKPoDSFY{background:var(--newCommunityTheme-field);background-size:200%;margin-bottom:16px;border-radius:4px}._2wgLWvNKnhoJX3DUVT_3F-{width:100%;height:46px} Inc." For critical damage %, for now (in SEA) you have to manually add up yourself. A. if you are not past 250% crit dmg stack at endgame: Use Crit Dmg Enchants, (final crit dmg stack - 250)/250 = optimal dmg inc% stack, ▪if your final phy dmg% stack > optimal dmg inc% stack = get Crit Dmg enchants, ▪if your final phy dmg% stack < optimal dmg inc% stack = get Phy Dmg Inc enchants, ▪if your final phy dmg% stack = optimal dmg inc% stack = you can get any of these 2. The base value of this Modifier is 150%. Physical damage is dealt by all basic attacks, and is also dealt by some abilities and item effects. Dmg. EDIT:ALL magicka based skills scaled of Spell Damage and Max Magicka. this is purely theoretical. When using a physical skill, the physical skill rate and physical skill crit damage apply. Adding to crit damage (if you crit often enough) would add more damage overall in most cases. +10% crit dmg at 473% (excess/250 =223/250=0.892) =0.021141649... or 2.11% (10/473), 4% pdmg inc at 189.2% (excess=0.892) =0.021141649... or 2.11% (4/189.2). And also for the phys dmh. Since ice damage skills scales so well off physical damage i wanted to see how build synergising the two might work out, http://www.pathofexile.com/passive-skill-tree/AAAAAgIAAF4B0QR-BfkILgzyDq0PqxEvFfAY2xmOGf4bASFgKLUppSyFLOkyATIJNj06WD7PQKBDMUOcSn1VqVoaW69giGFSYeJnoGqTbWxuaXTxhxmHdohrl7SZmpsmm42euZ_LoSKiQKOKpcun1Ky6r6ev67IZtUi2Qbb3vea-p8APxKLEuM2Yz3rSTdN-1e3V-NwV3Q3ext7232_h2ud06NbqYutj7YPvTu969Pj2o_lj-rH8xf7I, http://www.pathofexile.com/passive-skill-tree/AAAAAgIAAF4B0QR-BfkILgzyDq0RLxXwFr8Y2xmOIWAk_Si1KaUshSzpMgEyCTY9Olg-z0CgQzFDnEp9ValaGluvYIhhUmHiZ6Bqk25pcFJw1XTxhxmHdofbl7SZmpsmm42euZ_LoSKhpKJAo4qly6fUrLqvp6_rshm2Qbb3vea-p8APwFHEosS4z3rSTdN-1QDV7dX43BXdDd7232_h2-dU53To1utj7YPvTu968-r0-Paj-WP8xf7I, Last edited by Tyoll on Aug 1, 2013, 4:21:46 PM. Damage can be dealt by attacks, abilities and items. Attack speed does not increase pet damage; 1% attack speed increases pet damage with 1%; Crit does not affect pet damage; Pet damage is mostly crit damage (may only apply on the big dog from Tall man's finger) There's the obvious direct effect's that state pets … As heroes level up, they gain primary attributes and therefore gain damage. Looking back the increase from the crit damage was 6.4% so 30% damage while full health is a bit better at full health. Extra Damage is an NPC-only perk used by many leveled NPCs in Skyrim. Because of the values given in mods, you can generally assume Crit damage is more valuable than crit chance but this is mostly because crit multiplier mods give far more than they should and even so I've seen cases where crit chance has more weight. ._3Qx5bBCG_O8wVZee9J-KyJ{border-top:1px solid var(--newRedditTheme-line);margin-top:16px;padding-top:16px}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN{margin:0;padding:0}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:21px;display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between;margin:8px 0}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ.QgBK4ECuqpeR2umRjYcP2{opacity:.4}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ label{font-size:12px;font-weight:500;line-height:16px;display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ label svg{fill:currentColor;height:20px;margin-right:4px;width:20px}._3Qx5bBCG_O8wVZee9J-KyJ ._4OtOUaGIjjp2cNJMUxme_{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between;padding:0;width:100%}._3Qx5bBCG_O8wVZee9J-KyJ ._4OtOUaGIjjp2cNJMUxme_ svg{display:inline-block;height:12px;width:12px}.isInButtons2020 ._4OtOUaGIjjp2cNJMUxme_{padding:0 12px}.isInButtons2020 ._1ra1vBLrjtHjhYDZ_gOy8F{font-family:Noto Sans,Arial,sans-serif;font-size:12px;font-weight:700;letter-spacing:unset;line-height:16px;text-transform:unset}._1ra1vBLrjtHjhYDZ_gOy8F{--textColor:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColor);--textColorHover:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColorShaded80);font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;color:var(--textColor);fill:var(--textColor);opacity:1}._1ra1vBLrjtHjhYDZ_gOy8F._2UlgIO1LIFVpT30ItAtPfb{--textColor:var(--newRedditTheme-widgetColors-sidebarWidgetTextColor);--textColorHover:var(--newRedditTheme-widgetColors-sidebarWidgetTextColorShaded80)}._1ra1vBLrjtHjhYDZ_gOy8F:active,._1ra1vBLrjtHjhYDZ_gOy8F:hover{color:var(--textColorHover);fill:var(--textColorHover)}._1ra1vBLrjtHjhYDZ_gOy8F:disabled,._1ra1vBLrjtHjhYDZ_gOy8F[data-disabled],._1ra1vBLrjtHjhYDZ_gOy8F[disabled]{opacity:.5;cursor:not-allowed} Crit Rate can be increased by equipping artifacts or weapons that provide an increase to Crit … As you correctly thought, your Crit Chance is the chance to critically strike. Physical Damage is sub-divided further into Slash Damage, Strike Damage and Piercing Damage. ._33axOHPa8DzNnTmwzen-wO{font-size:14px;font-weight:700;letter-spacing:.5px;line-height:32px;text-transform:uppercase;display:block;padding:0 16px;width:100%} There are performance issues for Ice shot - mainly with LMP + chain which I'm using. I’d recommend attack speed. (EDIT pass 300% will have diminishing effect.) Thanks for this info! its not Critical Damage on Hunding's Rage which is 688, but it increases your Crit Chance by 688. +10% from 250% crit dmg stack (150+100 from any source) =4% overall (10/250), (2600-2500)/2500=100/2500 =4% overall inc, +4% from 100% phy dmg stack =4% overall (4/100), if both stack increases by 20% from 250% crit dmg stack and from no phy dmg stack, +10% crit dmg at 300% crit dmg stack (50/250=20% inc), +4% dmg inc at 120% phy dmg stack (20/100=20% inc). Table 1: Based on simplified formula, starting from 150% for both parameters, with a fixed 100% value available to invest in either parameters: However, the means to obtain increment is not the same for both parameters (easier to gain CritDmg% for example). But that's only 25% of your equip atk. An example: When it comes to Damage Vs Crit Damage. .c_dVyWK3BXRxSN3ULLJ_t{border-radius:4px 4px 0 0;height:34px;left:0;position:absolute;right:0;top:0}._1OQL3FCA9BfgI57ghHHgV3{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex;-ms-flex-pack:start;justify-content:flex-start;margin-top:32px}._1OQL3FCA9BfgI57ghHHgV3 ._33jgwegeMTJ-FJaaHMeOjV{border-radius:9001px;height:32px;width:32px}._1OQL3FCA9BfgI57ghHHgV3 ._1wQQNkVR4qNpQCzA19X4B6{height:16px;margin-left:8px;width:200px}._39IvqNe6cqNVXcMFxFWFxx{display:-ms-flexbox;display:flex;margin:12px 0}._39IvqNe6cqNVXcMFxFWFxx ._29TSdL_ZMpyzfQ_bfdcBSc{-ms-flex:1;flex:1}._39IvqNe6cqNVXcMFxFWFxx .JEV9fXVlt_7DgH-zLepBH{height:18px;width:50px}._39IvqNe6cqNVXcMFxFWFxx ._3YCOmnWpGeRBW_Psd5WMPR{height:12px;margin-top:4px;width:60px}._2iO5zt81CSiYhWRF9WylyN{height:18px;margin-bottom:4px}._2iO5zt81CSiYhWRF9WylyN._2E9u5XvlGwlpnzki78vasG{width:230px}._2iO5zt81CSiYhWRF9WylyN.fDElwzn43eJToKzSCkejE{width:100%}._2iO5zt81CSiYhWRF9WylyN._2kNB7LAYYqYdyS85f8pqfi{width:250px}._2iO5zt81CSiYhWRF9WylyN._1XmngqAPKZO_1lDBwcQrR7{width:120px}._3XbVvl-zJDbcDeEdSgxV4_{border-radius:4px;height:32px;margin-top:16px;width:100%}._2hgXdc8jVQaXYAXvnqEyED{animation:_3XkHjK4wMgxtjzC1TvoXrb 1.5s ease infinite;background:linear-gradient(90deg,var(--newCommunityTheme-field),var(--newCommunityTheme-inactive),var(--newCommunityTheme-field));background-size:200%}._1KWSZXqSM_BLhBzkPyJFGR{background-color:var(--newCommunityTheme-widgetColors-sidebarWidgetBackgroundColor);border-radius:4px;padding:12px;position:relative;width:auto} This attack is a physical attack which is treated as if it originated from the brambled target, thus increasing aggro. Dmg. 10% Crit Dmg is equivalent to 4% Phy Dmg Inc, as long as the (excess Crit Dmg stack from 250%)/250%= Phy Dmg% stack. So in your case, you might have: 3.3m sheet dps. 60% base RA+30% Gollux+15% DS means another 80% boss from other sources. All magic is cast using magic skills, so, one would think, the magic skill crit rate and damage would apply to all magic. The three stats are intertwined – more offense/damage means you get more out of critical damage ( glossary of SWGoH acronyms & abbreviations ), and the more you get out of CD, the more ADPH you gain from critical chance. So 688 / 219 = 3,14% Crit Chance. Basically, having more of one makes the other two more valuable. ._12xlue8dQ1odPw1J81FIGQ{display:inline-block;vertical-align:middle} ._9ZuQyDXhFth1qKJF4KNm8{padding:12px 12px 40px}._2iNJX36LR2tMHx_unzEkVM,._1JmnMJclrTwTPpAip5U_Hm{font-size:16px;font-weight:500;line-height:20px;color:var(--newCommunityTheme-bodyText);margin-bottom:40px;padding-top:4px}._306gA2lxjCHX44ssikUp3O{margin-bottom:32px}._1Omf6afKRpv3RKNCWjIyJ4{font-size:18px;font-weight:500;line-height:22px;border-bottom:2px solid var(--newCommunityTheme-line);color:var(--newCommunityTheme-bodyText);margin-bottom:8px;padding-bottom:8px}._2Ss7VGMX-UPKt9NhFRtgTz{margin-bottom:24px}._3vWu4F9B4X4Yc-Gm86-FMP{border-bottom:1px solid var(--newCommunityTheme-line);margin-bottom:8px;padding-bottom:2px}._3vWu4F9B4X4Yc-Gm86-FMP:last-of-type{border-bottom-width:0}._2qAEe8HGjtHsuKsHqNCa9u{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-bodyText);padding-bottom:8px;padding-top:8px}.c5RWd-O3CYE-XSLdTyjtI{padding:8px 0}._3whORKuQps-WQpSceAyHuF{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px}._1Qk-ka6_CJz1fU3OUfeznu{margin-bottom:8px}._3ds8Wk2l32hr3hLddQshhG{font-weight:500}._1h0r6vtgOzgWtu-GNBO6Yb,._3ds8Wk2l32hr3hLddQshhG{font-size:12px;line-height:16px;color:var(--newCommunityTheme-actionIcon)}._1h0r6vtgOzgWtu-GNBO6Yb{font-weight:400}.horIoLCod23xkzt7MmTpC{font-size:12px;font-weight:400;line-height:16px;color:#ea0027}._33Iw1wpNZ-uhC05tWsB9xi{margin-top:24px}._2M7LQbQxH40ingJ9h9RslL{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px} Modifiers that increase damage over time will not affect the damage a character deals to himself with skills like Blood Rage Blood Rage Spell, Duration, Physical Mana Cost: (7-16) Can Store 1 Use(s) Cooldown Time: 1.00 sec Requires Level 16 Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Ice Shot produces the most performance issues in the game, singlehandedly trumping every other laggy skills combined. .LalRrQILNjt65y-p-QlWH{fill:var(--newRedditTheme-actionIcon);height:18px;width:18px}.LalRrQILNjt65y-p-QlWH rect{stroke:var(--newRedditTheme-metaText)}._3J2-xIxxxP9ISzeLWCOUVc{height:18px}.FyLpt0kIWG1bTDWZ8HIL1{margin-top:4px}._2ntJEAiwKXBGvxrJiqxx_2,._1SqBC7PQ5dMOdF0MhPIkA8{height:24px;vertical-align:middle;width:24px}._1SqBC7PQ5dMOdF0MhPIkA8{-ms-flex-align:center;align-items:center;display:-ms-inline-flexbox;display:inline-flex;-ms-flex-direction:row;flex-direction:row;-ms-flex-pack:center;justify-content:center} As we know magic damage is fixed for each spell, and weapon damage keep getting better by getting better weapon. Physical damage is one of the three types of damage in League of Legends. Total attack damage is synonymous with how much health a target immediately loses as a direct result of the attack. At one point we had a summoner and a sporker in addition to me, the iceshot ranger. If a Skill uses Stamina it will deal Physical Damage unless the tooltip specifically states otherwise. It is also then eligible to crit and receive your "+X% Damage to Physical Skills" bonuses. Destro/Resto staves skills based on your Max Magicka and Spell Damage. Where can you see how much stack of crit dmg you have? New comments cannot be posted and votes cannot be cast, More posts from the RagnarokMobile community. ._3-SW6hQX6gXK9G4FM74obr{display:inline-block;vertical-align:text-bottom;width:16px;height:16px;font-size:16px;line-height:16px} For physical damage increase, you can see that in your character window named "Phy. Over a 5 hit average( yes i know this is arbitrary) Physical build ( 167+167+167+167+167)= 835 Crit build (100+100+100+100+200)= 600 Over all the crit build appears to give around 30% less damage. Would you mind providing source for such formula ? Formula: Firstly, in no situation (outside of a Nihilus lead) is an offense triangle better than a crit damage triangle. with your calculation. Damage classifications modify what effects are triggered when damage is dealt or received - e.g. Check your equip, adventure book attribute list, and open up your guild window -> goddess temple / aesir temple Unique items that add a flat amount of fire damage or grant Added Fire Damage SupportAdded Fire Damage SupportFire, Physical, Support Icon: F Mana Multiplier: 120%Requires Level 8Supports any skill that hits enemies.Per 1% Quality: Supported Skills deal 0.5% increased Fire DamageSupported Skills g… There are multiple versions of the perk under the same name, although they all have the same effect — actor with the perk will inflict more physical [verification needed — It needs testing if magical damage is affected] damage to their target. For instance a physical attack of 1000 (before crit or any kind of damage reduction) will be reflected back as 600 physical damage by level 10 Bramble Guard (60% reflect damage). .s5ap8yh1b4ZfwxvHizW3f{color:var(--newCommunityTheme-metaText);padding-top:5px}.s5ap8yh1b4ZfwxvHizW3f._19JhaP1slDQqu2XgT3vVS0{color:#ea0027} Items that grant increased "Damage" increase attack damage, and do not affect abilities and items. No matter what destiny or play-style the Fateless One utilizes, they will be able to use a variety of damage types in combat due to the randomness of weapon enchants. so from what I gather, phys damage increases bleed damage. Calculating the total damage of an attack involves using many different multipliers and values. ._3bX7W3J0lU78fp7cayvNxx{max-width:208px;text-align:center} Moreover, base CritDmg% starts out at 150%. In short, avoid focusing purely on just one parameter that function as multiplicative modifier, that has same modifier priority with others. 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._1cDoUuVvel5B1n5wa3K507{-ms-flex-pack:center;justify-content:center;margin-top:12px;width:100%}._2_w8DCFR-DCxgxlP1SGNq5{margin-right:4px;vertical-align:middle}._1aS-wQ7rpbcxKT0d5kjrbh{border-radius:4px;display:inline-block;padding:4px}._2cn386lOe1A_DTmBUA-qSM{border-top:1px solid var(--newCommunityTheme-widgetColors-lineColor);margin-top:10px}._2Zdkj7cQEO3zSGHGK2XnZv{display:inline-block}.wzFxUZxKK8HkWiEhs0tyE{font-size:12px;font-weight:700;line-height:16px;color:var(--newCommunityTheme-button);cursor:pointer;text-align:left;margin-top:2px}._3R24jLERJTaoRbM_vYd9v0._3R24jLERJTaoRbM_vYd9v0._3R24jLERJTaoRbM_vYd9v0{display:none}._38lwnrIpIyqxDfAF1iwhcV{background-color:var(--newRedditTheme-line);border:none;height:1px;margin:16px 0}.yobE-ux_T1smVDcFMMKFv{font-size:16px;font-weight:500;line-height:20px}._2DVpJZAGplELzFy4mB0epQ{margin-top:8px}._2DVpJZAGplELzFy4mB0epQ .x1f6lYW8eQcUFu0VIPZzb{color:inherit}._2DVpJZAGplELzFy4mB0epQ svg.LTiNLdCS1ZPRx9wBlY2rD{fill:inherit;padding-right:8px}._2DVpJZAGplELzFy4mB0epQ ._18e78ihYD3tNypPhtYISq3{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:18px;color:inherit} You are wrong. 40% Physical damage (on bracers & amulet). ._3Im6OD67aKo33nql4FpSp_{border:1px solid var(--newCommunityTheme-widgetColors-sidebarWidgetBorderColor);border-radius:5px 5px 4px 4px;overflow:visible;word-wrap:break-word;background-color:var(--newCommunityTheme-body);padding:12px}.lnK0-OzG7nLFydTWuXGcY{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;padding-bottom:4px;color:var(--newCommunityTheme-navIcon)} As the name suggests, the engine-level system is integrated into the game's engine; while the script-level system is a relatively modern addition that allows Riot more flexibility. Increased damage over time and increased damage with ailments caused by attacks also increase bleed damage. Check your equip, adventure book attribute list, and open up your guild window -> goddess temple / aesir temple. However, because it is a skill doing the damage and not the thorns mechanic, it scales off your mainstat like all other skills (not at a 1/4 ratio). Press question mark to learn the rest of the keyboard shortcuts. Calculating the damage increase from spell damage is more difficult, as it depends on your maximum magicka. ... we increase our crit to 10% as bow shadow for example. Last edited by Filousov on Aug 1, 2013, 3:21:33 PM. Hello here is the formula for the damage computation: AADmg=(((baseAtk+MainStat*3+bonusAA)*AtkInc%*WeaponSize*SizeMod*ElementMod*ConverterMod*ElementDmgInc+StatsAtk)*RaceMod*Penetration*HiddenRefineBonus*DefRed)+RefineAtk)*DmgInc%, CritDmg=((((baseAtk+MainStat*3+bonusAA)*AtkInc%*WeaponSize*SizeMod*ElementMod*ConverterMod*ElementDmgInc+StatsAtk)*RaceMod*Penetration*HiddenRefineBonus)+RefineAtk)*DmgInc% *CritDmg%, It is still better to stack up multiple modifiers as same modifiers are additive and different multipliers are going to increase exponentially :). This attribute, expressed as a percentage, determines how likely it is that an attack will hit critically and deal bonus critical damage. Ok so, as stated Naruya you can increase your damage by using Dex which will increase weak spot damage and crit damage and Luck which increase crit rate as well what was stated by the others str increase damage for melee. Hence, for every 1% of pdmg == 2.5% of cdmg. fwiw I had two sets of daggers One had lots of physical damage, a little pierce, some ice damage and damage over time, life steal, and higher base damage (around 107) Another had good phys damage, high pierce damage, slightly higher crit chance, and lower base damage (93 IIRC) The latter set killed a ton quicker than the first set. That said, different weapon types, destinies, and ability trees are more strongly associated with some types than others.. Might is associated with raw Physical damage. for End Game decision making, as to choosing what enchant to use for your gears. Critical Rate is abbreviated in game as CRIT Rate and commonly known as Crit Chance. League of Legendsutilises two systems for classifying damages: an engine-level system and a script-level system. Crit Dmg% vs Phy Dmg Inc% My Personal Insight Assumptions: Crit Damage and Phy Dmg Inc multipliers apply to all 3 atk stat types (equip,stat,refine), The Auto Attack will crit (thus disregarding the effects of Def), Crit Dmg base = 150% (basically free 50% crit dmg from the start) Phy Dmg Inc base = 100% (no free phy dmg inc), The Final Damage to be boosted by this 2= 1000. Of course, bpot should always be ATK%, because the boss damage you get from that is negligible. Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class Skills. it is merely based on stat numbers after all. Given the new changes to the ranger skill tree it appears that a decent amount of physical damage is available. 232%'s a nice number because you get exactly 32% TD from Kanna/DA/top 50 gloves, and then with the 15% boss from the gloves you need another 185% boss. Physical Damage. When we set all other parameters as constant (except critdmg% and dmgincrease%), what's left is the following simplified formula: Note that CritDmg% and DmgIncrease% multiply each other. It is also affected by both exc damage and critical damage increase options. Would help if this theory of yours will also be tested. 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