Is A Crit Increase Better Than A Dmg Increase Wotlk

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UNHOLY Death Knight PvE DPS Guide 3.3.5a. It will ALWAYS deal more DMG than normal hit SS and crit BS on single target. It destroys both Normal Hits of SS and BS on single target. I tought the same, that 10% DMG increase on DC will be better for single target DPS than Dirge. Sadly its not. Because after 40-50% of crit it's value sharply decrease (other than rng dmg increase it's only benefit is better cp generation, no other mechanics depend on it), haste is utterly useless, versatility takes a lot of points/percent so only mastery stacking is what worth it (and multistrike worked weirdly with the bleeds).

edited March 6, 2018 in Guardian

No matter what people tell you about having a 1:10 ratio, or having a socket over ele dmg, crit chance crit dmg, etc. The most difficult stat to get on your gear is Crit Damage, followed by Legendary Socket, followed by Crit Chance. You should NEVER give up any crit damage slot; this means your amulet MUST have crit damage at least. Haste however benefits all warlocks. 1% haste = 1% extra dps, no matter what spec or spells you use. There is no element of luck and unlike crit you can't get a bad streak of luck with no haste. As long as you are not 'haste capped' haste works better than crit. For a deep destro warlock crit may work slightly better than haste due to Pyroclasm.

I'm building a core guard to roam in WvW.

Is A Crit Increase Better Than A Dmg Increase Wotlk Server

Jul 10, 2014  Dmg = 50 + (50 x 90% element) = 95 dmg X 2.0 crit = 190 Crit = 2.0 + (2.0 X 50% crit increase) = 3.0 x Dmg (50) = 150 dmg At first glance it looks like element is better, throw in serration however, and you get. Plus CP can improve your raw damage through skills better than it will improve your crit damage. The difference is because the raw damage increase through CP is additive vs the increase of crit damage which is multiplicative. The link posted by @ElijahCrow about crit is accurate. If your magicka/10 is higher than your spelldmg its better to increase spelldmg and the other way round. Reason is, if u e.g. Have 2k spelldmg and 40k max magicka and u can choose between increasing magicka by 2k or spelldmg by 200: - 200 spelldmg will increase your dmg by 5% - 2k max mag will only give a 2,5% dmg increase.

I'm trying to decide putting sigil of bloodlust on my set, OR, sigil of stars. What do you guys think? Which sigil is more useful for Power DPS Guardian?

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Is A Crit Increase Better Than A Dmg Increase Wotlk Download

  • I would say Bloodlust. It should be the clear winner for DPS for most burst builds.

  • I'm build testing, tried bloodlust and then switched to stars.

    Stars actually gives me more sustain and overall dmg output in fights as Guardian. I'm quite surprised.

    Bloodlust gave me huge burst potential, I can one shot a squishy. But that's about the only perk. Stars gives me more flexibility in different types of scenarios.

  • From someone that playes 4 different professions for over 5 years now. I cannot imagine a world without stacking sigils. They just help so much. Especially if you are not prone to dying.

    1
  • edited March 12, 2018

    Bloodlust of course. Celestial ring gives you total of 7 * 57 = 399 stats and normal ascended ring 126+85 * 2=296 stats. 399/296 = ~1.35 where as 50 * 7/250 = 1.4.

    So total statwise Star sigil is better than running some celestial rings but dont forget that bloodlust is pure POWER which is the best dps stat by far.

    For example with 2500 power, 50% crit chance and 210% crit damage. 250 power would be 10% damage increase but 250 ferocity (16,66% crit damage would be only ((1+0.5*1.2666)/(1 + 0.5 * 1.1)-1) * 100%= 5.3% damage increase. Meaning power is almost twice as valuable as ferocity on normal dps build.

    For crit chance this would be 250 precision (11.9% crit chance) which would be ((1+0.619* 1.1)/(1+0.5 * 1.1)-1) * 100%= 8.45% damage increase. meaning power is ~18% more valuable than precision on normal power dps build.

    If you have fury and reach like 70% crit chance, precisions value drops even further away from power (which you can calculate by adding 0.2 to crit chance modifiers above so enter '((1+0.819* 1.1)/(1+0.7 * 1.1)-1) * 100 =' to google).

    Of course this depends on stats like total power after might, crit chance and ferocity but Basic formula used for dps difference in old and new build in percentages is
    (new power * (1+(new crit chance/100) * (new crit damage/100-1)) / (old power * (1+(old crit chance/100) * (old crit damage/100-1) )* 100% - 100%. Think the formula is lacking 1 or 2 )
    Lot of numbers to explain things but it was necessary.

    Roll a DC 15 Wisdom save to see if you can work up thecourage to travel on such days. You give gold to increase the items power and to ward off negative effects. Dmg 5e properties inc In one of my games there is a central hub where I can drop players in and out on various one-shot adventures. There is a forge in this town that when given items and/or gold bestows a piece of gear with random magical properties. If you have no gold to give, you take 1 point of psychic damage.While attuned to this item, a small snow flurry follows you around everywhere you go.While attuned to this item, you are afraid of lightning.

    TLDR; Bloodlust is better with 1 cele ring than running berserker ring with sigil of stars

    Ri Ba - WvW Commander, scout, loudmouth, tryhard
    Making Desolation great again/Alt somewhere
    Diamond Legend

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