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Calculations for the point of diminishing returns for the Critical stat in SWTOR

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Returns

Schwarzschilda

February 2, 2018

1 Overview

The question addressed here is at what stat values points in the Critical stat

become suboptimal. The assumption made here is that the player is at max

level (70), fully geared in 248-rating gear, fully augmented with 236-rating

augments, running the proficient stim, has all four class buffs, and has all

Mastery giving datacrons.

2 Calculations

With the assumptions stated in section 1, the player will have a base of 6907

Mastery and 4426 Power. Weapon base damage values vary a bit based upon

whether the class is a dual-wielding class and if the offhand weapon is used in

some but not all attacks. To be representative, we will focus on single-handed

weapons because dual-wielding classes are theoretically slightly weaker to

compensate for having two attacks (yes, this it not exactly true because

of Bioware but it won’t change the result a whole lot). The single-bladed

Lightsaber has a mainhand damage of 1444-2165. Because we are concerned

with average performance, we will use the average damage of 1804.5. In

total, Mastery and Power give a combined 2513.7 bonus damage, for a base

damage of 4318.2. The base numbers are summarized in table 1.

Ultimately, whether Critical or Mastery stat is more valuable comes down

to which leads to a greater increase of DPS. Thus, we need a formula for DPS

in terms of stat values. The average attack will do damage as a function of

its base damage, the critical hit rate, and the critical multiplier,

1

Table 1: Base Numbers

Parameter Value

Base Mastery 6880

Base Power 4426

Weapon Damage 1804.5

Bonus Damage 2513.7

Base Damage 4318.2

D = B[(1 − R) + R(1 + P )] (1)

**where D is damage dealt, B is the base damage, R is the critical hit rate, and
**

P is the critical multiplier. 1 − R is the percentage of hits that are standard

hits, and R is the percentage of critical hits, which do 1 + P times the normal

amount of damage. We can condense this formula to

D = B(1 + RP ). (2)

**Assuming power stays constant, C is a function of both Mastery and Critical,
**

while B is only a function of Mastery and P is only a function of Critical.

We now take the derivative of D with respect to M and C:

∂D ∂B ∂R

= (1 + RP ) + BP (3)

∂M ∂M

∂M

∂D dP ∂R

=B R +P . (4)

∂C dC ∂C

**Using these equations, we can determine a point where the increase in D due
**

to Mastery becomes greater than the increase in D due to Critical.

Mastery adds a constant 0.2 damage per stat point, or

∂B

= 0.2. (5)

∂M

2

We also know that critical chance comes independently from Mastery and

Critical. The formulas for critical chance and critical multiplier are available

online. They are:

M/max(level,20) !

0.01 5.5

RM = 0.2 ∗ 1− 1− (6)

0.2

C/max(level,20) !

0.01 0.8

RC = 0.3 ∗ 1− 1− (7)

0.3

C/max(level,20) !

0.01 0.8

PC = 0.3 ∗ 1− 1− (8)

0.3

**where RM and RC are the critical rates due to Mastery and Critical, respec-
**

tively. Simplifying Bioware’s formulas for ease of computation, we get:

M

385

19

RM = 0.2 − 0.2 (9)

20

C

56

29

RC = 0.3 − 0.3 (10)

30

C

56

29

PC = 0.3 − 0.3 . (11)

30

Differentiating each of these equations,

M

385

∂R 2 19 19

=− ∗ log (12)

∂M 3850 20 20

C

56

∂R 3 29 29

=− ∗ log (13)

∂C 560 30 30

C

56

dP 3 29 29

=− ∗ log (14)

dC 560 30 30

Because we are interested in the point where Critical becomes less valuable

than Mastery, we will use the base value of Mastery. So, we plug that value

into equation (12):

3

∂R

= 1.065 × 10−5 . (15)

∂M

We can now express the partial derivatives of D as functions of C. The point

where the partial derivative of D with respect to M at the base Mastery

value is greater than that with respect to C is the point where Critical stat

becomes less valuable than Mastery stat and it becomes more beneficial to

put additional stat into Mastery. First, we must note the base values of

critical hit chance and critical multiplier. These values are summarized in

table 2.

Table 2: Base Critical Hit Numbers

Parameter Value

Base Critical Hit Chance 0.05

Base Critical Hit Bonuses 0.05

Base Critical Hit Multiplier 0.50

Base Multiplier Bonuses 0.01

**Substituting these values as well as the equations for R and P into (3) and
**

(4), the resulting equations are:

C C !!

56 !!

∂D 29 29 56

= 0.2 1 + 0.2300 + 0.3 − 0.3 0.81 − 0.3 +

∂M 30 30

C

56 !

29

4.473 × 10−2 0.3 − 0.3 (16)

30

C ! 56 C

!!

∂D 29 56 3 29 29

= 4318.2 0.2300 + 0.3 − 0.3 − ∗ log +

∂C 30 560 30 30

C C

56 ! 56 !

29 3 29 29

4318.2 0.81 − 0.3 − ∗ log (17)

30 560 30 30

4

Plotting these equations as a function of C, the resulting plot is shown in

figure 1. The point where the two curves cross turns out to be at 1795.8

points put into the Critical stat.

**Figure 1: Increase in damage as a function of stat points committed to the
**

Critical stat

3 Conclusion

For most DPS classes, the results of this study suggests that the player should

commit 1796 points put into the Critical stat before beginning to add them

to Mastery. It is not fully correct to say that stat points should be put into

only Mastery at this point, as the change in damage per Critical stat point

increases as the base damage increases, thus moving the crossover point to a

higher number.

5

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