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Feb 11 2024 12:39am
If you could take 29%light crit or 29% vulnerable damage which would you take and why?
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Feb 11 2024 02:36am
I think you need some statistics of how often one thing occurs vs another. Sadly, there is no simple way in the game for player to compare which one is better.

Wheen looking on diablo 4 itemization it is the main question - +%% damage here, +%% damage there, 10 different conditions of things happening, mostly useless. How to compare all this? Everything scales with everything.
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Feb 11 2024 09:24am
no idea about this game in particular, the only thing i can help with is the theory behind it so that might help idk :cry:

if you have multiplicative dmg increases, it basically comes down to where to add the bonus and how much. if the bonus is the same like in the case you gave, its relatively easy
x+y = p (x is increase of the first dmg multiplicative, y the second, and p is the total bonus you can spend)
dmg = (1+x)*(1+y) = (1+x)*(1+p-x) = 1+p-x+x+px-x*2 = -x*2+px+(p+1)
max(x) = -p/-2 = p/2
meaning max(y) is also p/2 meaning x = y

MEANING if you have multiplicative bonuses, you get the highest dmg if you keep them as close to each other as possible. if you can pick 50% total increase to both a and b, its better than if distribute it randomly, and the worst is if you double the first or second and leave the other one untouched. and in your case since its either/or where to add the entire multiplier, you will get it closer to a square if you just increase the one that was lower to begin with :blush: i know all of this is logical and there may be other factors, but still it might help


ofc if the dmg increases are additive then it doesnt matter where you add cause x+p+y = x+y+p :mellow: (i used same letters but those arent the same as in the first case)

This post was edited by Snyft2 on Feb 11 2024 09:28am
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Feb 11 2024 12:53pm
Quote (Snyft2 @ 11 Feb 2024 18:24)
no idea about this game in particular, the only thing i can help with is the theory behind it so that might help idk :cry:

if you have multiplicative dmg increases, it basically comes down to where to add the bonus and how much. if the bonus is the same like in the case you gave, its relatively easy
x+y = p (x is increase of the first dmg multiplicative, y the second, and p is the total bonus you can spend)
dmg = (1+x)*(1+y) = (1+x)*(1+p-x) = 1+p-x+x+px-x*2 = -x*2+px+(p+1)
max(x) = -p/-2 = p/2
meaning max(y) is also p/2 meaning x = y

MEANING if you have multiplicative bonuses, you get the highest dmg if you keep them as close to each other as possible. if you can pick 50% total increase to both a and b, its better than if distribute it randomly, and the worst is if you double the first or second and leave the other one untouched. and in your case since its either/or where to add the entire multiplier, you will get it closer to a square if you just increase the one that was lower to begin with :blush: i know all of this is logical and there may be other factors, but still it might help


ofc if the dmg increases are additive then it doesnt matter where you add cause x+p+y = x+y+p :mellow: (i used same letters but those arent the same as in the first case)


That's the power of Snyft.
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Feb 11 2024 01:02pm
Quote (Madmaxio @ Feb 11 2024 07:53pm)
That's the power of Snyft.


aww thanks :wub: ! i always try to help my brothers :blush: !
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Feb 12 2024 09:50am
Not to detract from snyft but lightning crit hits twice compared to regular crit
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Feb 12 2024 09:54am
Quote (Brisk911 @ Feb 11 2024 12:39am)
If you could take 29%light crit or 29% vulnerable damage which would you take and why?


You must be a lightning build, so id say the crit is going to be better it gets a x50 multiplyer compared to vulnerables x20 I believe it is
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Feb 12 2024 09:55am
Quote (Bigworm @ Feb 12 2024 09:54am)
You must be a lightning build, so id say the crit is going to be better it gets a x50 multiplyer compared to vulnerables x20 I believe it is


They use to double dip off each other but now only overpowers an crits do
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Feb 12 2024 10:08am
okay guys you know what
fuck this games mechanics :cry:
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Feb 12 2024 10:30am
Quote (Dillyeet @ Feb 12 2024 04:50pm)
Not to detract from snyft but lightning crit hits twice compared to regular crit


if only this is the change, then this (assuming multiplicative):

x+y = p (x is increase of the first dmg multiplicative, y the second, and p is the total bonus you can spend)
dmg = (1+x)*(1+y) = (1+x)*(1+p-x) = 1+p-x+x+px-x*2 = -x*2+px+(p+1)
max(x) = -p/-2 = p/2
meaning max(y) is also p/2 meaning x = y

becomes this:

x+y = p (x is increase of the first dmg multiplicative, y the second, and p is the total bonus you can spend) // nothing changed
dmg = (1+2x)*(1+y) = (1+2x)*(1+p-x) = 1+p-x+2x+2px-2x*2 = -2x*2+x(2p+1)+(p+1) // important change because now you will get a flat number in max
max(x) = -(2p+1)/-4 = p/2 + 1/4 // there :(
max(y) = p-p/2-1/4 = p/2 - 1/4

now this means that any total addition below 50% (0.5), and you are literally better off cutting the y in favor of x (cause (p of anything less than 0.5)/2<(1/4) and ideal y addition total will be negative)
for example if total increase is 40% the ideal distribution would be to remove 5% off y and add all of it to x to get 45% increase to x

without much tldr, this means that for any total addition of lower or equal to 50%, you dont even need to do the math and just add all to the crit, and for anything over 50% total add you need to calculate the max for both crit (x) and vuln (y)
ofc translate the percentage to a flat number by dividing by 100, for example p=70% is 0.7

im in a rush but this is also probably useless if theres some other mechanics so whatever
read for personal fun if someone is into math, otherwise skip :wub: :cry:





edit: fucking doublepost

This post was edited by Snyft2 on Feb 12 2024 10:42am
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