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

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