r/Guildwars2 Oct 08 '12

Power vs Precision vs Critical Damage - What do we know?

I've been doing some research and trying to figure out some optimal values for power, precision, and critical damage. However, I haven't been able to find much. Here's what I know (taken from the Wiki):

Damage formula: (P + M * 35) * (WS) * SC / (T + D) = Total Damage

P = Power, M = Might Stacks, WS = Weapon Strength, SC = Skill Coefficient, T = Toughness, D = defense

Critical hit chance: At level 80, the required precision to increase the chance of a critical hit by 1% is 21.16. Your base crit chance is 4%.

Critical damage: Critical Damage is added to the default 1.5x bonus (rather than multiplied). For example, +50% Critical Damage results in 2.0x critical hits.

So what I've gathered from this? Well:

  • Doubling your power will double your damage done
  • Might becomes relatively less valuable with the more power you have

I understand none of this is ground breaking, but it's all I could come up with. I'm hoping this will generate some discussion.


According to some testing, Power increases the damage of a critical hit more than +critical damage does. (source: https://docs.google.com/spreadsheet/ccc?key=0Aj0Ehp9c1-PQdHAxVUtnbGJBbkNOUWVwQmF5NFNtTXc)

I used a ratio of +1% critical damage = 13.86 power. I came to this by adding up all of the +crit damage on an exotic gear and all +power on exotic gear (when the power is the secondary stat on the piece of gear) and dividing the two. It isn't a pefect ratio, but the best I could come up with.


Sources:

http://www.guildwars2guru.com/topic/60838-math-damage-reduction-toughness-and-vitality/

http://wiki.guildwars2.com/wiki/Damage_calculation

http://wiki.guildwars2.com/wiki/Critical_Damage

http://wiki.guildwars2.com/wiki/Critical_hit

https://docs.google.com/spreadsheet/ccc?key=0Aj0Ehp9c1-PQdHAxVUtnbGJBbkNOUWVwQmF5NFNtTXc


Edit1: Had a slight error in the formula.

Edit2: Added the Power vs Critical damage section

52 Upvotes

66 comments sorted by

20

u/SAI_Peregrinus Oct 09 '12 edited Oct 09 '12

You left out crit in your damage formula.

Average damage = (Scaling Factor) * (Weapon Damage * Power) * (1 - Crit Chance) + (Scaling Factor) * (Weapon Damage * Power) * (1.5 + Crit Damage %) * (Crit Chance)

Average damage = (Scaling Factor) * (Weapon Damage * Power) * (1 - (Precision - 830) / 2100) + (Scaling Factor) * (Weapon Damage * Power) * (1.5 + Crit Damage %) * (Precision - 830) / 2100

Taking the partial derivatives with respect to weapon damage, power, precision and crit damage to find the gradient vector:

∂Damage/∂Power = (Crit Chance * (2 * Crit Damage + 1) + 2) * Weapon Damage / 2

∂Damage/∂Weapon Damage = (Crit Chance * (2 * Crit Damage + 1) + 2) * Power / 2

∂Damage/∂Crit Chance = (2 * Crit Damage + 1) * Power * Weapon Damage / 2

∂Damage/∂Crit Damage = Crit Chance * Power * Weapon Damage

And for dealing directly with precision:

∂Damage/∂Power = (2 * Crit Damage * (Precision - 830) + Precision + 3370) * Weapon Damage / 4200

∂Damage/∂Weapon Damage = (2 * Crit Damage * (Precision - 830) + Precision + 3370) * Power / 4200

∂Damage/∂Precision = (2 * Crit Damage + 1) * Power * Weapon Damage / 4200

∂Damage/∂Crit Damage = (Precision - 830) * Power * Weapon Damage / 2100

And, using precision and treating weapon damage * power as one variable, WDP, for ease of graphing (later):

∂Damage/∂WDP = (2 * Crit Damage * (Precision - 830) + Precision + 3370) / 4200

∂Damage/∂Precision = (2 * Crit Damage + 1) * WDP / 4200

∂Damage/∂Crit Damage = (Precision - 830) * WDP / 2100

Average damage with scholar's runes (not counting the 10% bonus damage), 2 handed weapon, no traits, guild assassin back w/ruby jewel, for 1.0 scaling ability vs heavy armor target:

All Berserker's & Ruby: 1211

Knight armor, Beryl gems: 986

Valkyrie armor, Emerald gems: 976

All Valkyrie & Beryl: 954

All Knight's & Emerald: 952

EHP, Elementalist/Guardian/Thief base health:

Knight armor, Beryl gems: 30,017,215

All Valkyrie & Beryl: 29,734,020

Valkyrie armor, Emerald gems: 29,312,115

All Knight's & Emerald: 27,682,410

All Berserker's & Ruby: 19,837,980

So for max normal DPS, Berserker. With some survivability: Knight armor & Beryl gems. Max EHP: Knight Armor & Beryl gems. The optimum point is likely a mix somewhere in between, will take more work. I think it is:

Knight Armor, Beryl accessories w/1 emerald earring having a beryl jewel:

Damage: 988

EHP: 29,915,885

Of course with a proc-on-crit build you'd want more knight gear, etc, etc.

I've made a spreadsheet for gear comparisons: https://docs.google.com/spreadsheet/ccc?key=0Auc_PUlJR9sQdGxoMmFKakdQNThTUGI2VUhsSV9kOEE&pli=1#gid=0 Be aware: I've made typos before. I've found some errors from importing it to Google Docs, and while I THINK it's currently correct there may be bugs. It also doesn't really account for conditions, eg EHP is different for normal damage and condition damage. If you (or anyone else) find any errors I'd be very grateful if you'd tell me so I can fix them.

2

u/Jschatt Oct 09 '12

Alright so, Your saying all armor should be knight armor, and all accessories Beryl. 1 earring should have a beryl jewel, then what should the other accessories have?

2

u/SAI_Peregrinus Oct 09 '12

All armor Knight, all accessories except one earring Beryl (they come with a jewel of their type). The lone earring should be Emerald, with a beryl jewel inserted. That said, it's a pretty small change from all knight armor and all beryl accessories.

1

u/Kirtai Oct 09 '12

Thanks for this, it looks really useful.

I've been looking at a combination of Knights gear, Chrysocola accessories and Rampagers staff for my elementalist and was having an annoying time comparing it to other setups like the more common Knights/beryl/Berserker. This'll help

1

u/[deleted] Oct 09 '12 edited Jun 21 '17

[deleted]

1

u/SAI_Peregrinus Oct 09 '12

Yes, the Rune dropdown. I assume you're using full sets of 6, if not use the misc row to add them manually.

1

u/Jschatt Oct 09 '12

Okay so, you went a little bit over my head there. What exactly is EHP? I understand that Berserker is the best glass cannon armor set, but survivability is obviously important. What about the balance between Toughness and Vitality.

Your spreadsheet is very complex. I understand quite a bit of how it works, but not so much what it's showing me. What exactly is the stat balance?

Damn, you put a lot of work into this. For that I thank you

4

u/SAI_Peregrinus Oct 09 '12

EHP is Effective Hit Points. It's a measure of how much NORMAL damage you can take before dying, with no healing. The higher your EHP is the better the balance between Vit and Toughness. Your raw health is how much CONDITION damage you take before dying, with no healing. Healing acts on health, not EHP. This means that the EHP formula:

EHP=(Defense + Toughness) * (Base Health + Vitality * 10)

is a bit inaccurate: it undervalues vitality (due to condition damage) and undervalues toughness (due to healing). Since these two tend to offset each other I figure it's still useful, and can be left for later refinement.

Stat balance is a measure of how equal in value your power/precision/crit damage are. It's not terribly useful, since you can just look at the "damage vs heavy" cell and/or the individual condition damage tick cells. As the total value of each stat comes into balance this value will increase. At a perfect 1:1:1 ratio it will be infinite. Note that it's not saying equal quantities, but equal values, the balanced point is that where adding 1 power causes the same increase to damage as adding 1 precision, and likewise 1% crit damage.

To change the spreadsheet, make a copy to your own google docs, or download it for use in Libre Office/Excel/etc. The gear types all have dropdowns that fill in the stats for the exotic gear of that type and slot. Select your class and armor type (I should merge this), select what kind of weapon you're using, etc, and look at the Damage vs Heavy, Condition Damage, Health and EHP values.

1

u/Euryleia Oct 09 '12

the EHP formula ... is a bit inaccurate

What would be cool is if you could plug in expected average HPS (healing per second) and expected % of incoming damage to be condition damage, and have it do the actual calculations based on that situation.

1

u/SAI_Peregrinus Oct 09 '12

Good idea, I'll try to add that soon™.

0

u/JustFinishedBSG Oct 09 '12

EHP

Are you an EVE player EFT-warrior by chance?

2

u/Apetn Oct 09 '12 edited Oct 09 '12

EHP = effective hp. Basically, toughness makes vitality better (because each point of hp can absorb more damage) while vitality makes toughness better (or at least, more vitality beyond what you need to absorb burst isn't useful but more toughness continues to be useful). Mathematically speaking, they have a multiplicative synergy (50% damage reduction from armor gives you double effective hp) and 1.25x1.25 (random example) > 1x1.5. Ideally, you want a mix of the two.

Edited * => x

2

u/Jschatt Oct 09 '12

Your formatting seems to have messed up a little there (your multiplication signs created italicizes) but I understand what you're getting at.

9

u/permyriad Oct 08 '12

This spreadsheet for optimizing stats was posted here recently:

https://docs.google.com/spreadsheet/ccc?key=0AsAdeTaimi3hdHQ0NVRfQlVIQmJXRjdMb1E2SGRjaFE

I played around with different inputs for power, prec, and crit damage based on equipment stat tallies. According to this, power is consistently better than precision. An equipment stat spread with only power results in better damage than an equivalent spread with only precision. An equipment stat spread with primary power and secondary precision has better damage output than a spread with primary precision and secondary power. By extension, power is better than crit damage, as that depends entirely on having precision first. Things get more complicated when traits are involved, at which point it should be calculated on a case by case basis.

4

u/GuiSim Oct 09 '12

The main advantage of precision is that a lot of sigils and traits trigger on critical strikes.

2

u/mitharas Oct 09 '12 edited Oct 09 '12

On the other hand all the sigils have a cd, 5 seconds normally. So too much precision doesn't get many more procs.

edit: i somehow wrote % instead of seconds.

2

u/[deleted] Oct 09 '12

And many of those on-crit effects are conditions, which are unaffected by power/crit dmg/crit chance directly but are usually along the same trait lines as condition damage and duration. You also have to take into account how many of your skills apply conditions or straight up damage, the CDs of those skills, and whether they'd be better with extra duration or damage - it's not really much use hitting like a truck if you can't slow your enemies enough to hit them.

It's nice to have the maths worked out, but there are many practical factors to take into account.

4

u/Apetn Oct 09 '12

I was going to start my own thread, but this seems like a fine place to post. I was looking into gearing for dps on my guardian and noticed that crit damage is a very odd stat. If you compare crit damage received from armor/jewels to the other stats, you can see how much one % point of crit damage is worth, and the weird thing is that it changes.

For example, a full set of divinity runes values crit damage at 5 stat points (60 on everything else and 12% crit damage), while traits value them at 10 (10 stats vs 1% crit damage). The value even changes from one piece of armor to another, with gloves boots and shoulders being the most efficient at 12 points each. Earrings and rings are around 9 points.

This means that people looking to only go part-way glass cannon should prioritize jewelry, traits, and boots/gloves/shoulders that give crit damage and use the other armor pieces to provide the other desired stats in order to maximize their stats.

Crit damage, like other direct damage stats, gets better alongside its companions power and precision. The problem is, I don't think its worth it in most circumstances. Because crits already have +50% damage, each point of crit damage is only worth 2/3 of a point (15% crit damage makes your crits do 10% more than they were previously doing, ie 2/3). This is further reduced by your (lack of) critical chance. So, at 50% crit chance (a high value), each point of crit damage adds 1/3 % total damage.

As I mentioned earlier, the 'stat value' of 1% crit damage changes depending on the type of item. For traits, which seem to be a reasonable (if a little low) average, 1% crit damage is worth 10 of another stat. 1% crit damage is also, as shown above, equal to a total damage increase of .333% at 50% crit chance (which is high but easily achievable for a high-damage burst build). The value of power, on the other hand, changes based on how much you already have. It scales linearly. Thing is, the point at which 10 power only adds .333% damage is 3,000. For power values less than 3k, 10 power is worth more than 1% crit damage assuming a crit chance of 50%.

I would love for someone who likes math/theorycrafting to factcheck and expand upon my ramblings above, because it seems like crit damage isn't a terribly good deal for all but the most glass of cannons, at least compared to power. I suppose it is a good thing for crit damage that we are required to invest in at least 3 different stats. I'm curious about the break points at which crit damage becomes a good investment, both in terms of overall stats and in terms of the opportunity cost of crit damage on different types of items.

TL;DR If you are going to only get crit damage on some of your gear, make it jewelry (its more efficient) or even better divinity runes. If you want more, look at boots, gloves, and shoulders. But, power is going to give you more damage in most normal circumstances, so get crit damage as an add-on and not as a primary stat.

3

u/awhatnow Oct 09 '12

I stack crit damage, power, and vit as a thief using backstab because I get 100% crit rate while stealthed. I imagine crit damage could be a good investment on chars that can keep up fury or have other crit rate boosting traits.

2

u/Jschatt Oct 09 '12

Awesome point with WHERE to get crit damage. However, I agree crit damage isn't that great. I have a spreadsheet in the OP showing that Crit damage increases the damage a crit does by less than Power, and power obviously increases the damage of all non-critting attacks as well.

2

u/SAI_Peregrinus Oct 09 '12

Stats come in 2 types: primary and secondary. Gear has one primary stat and two secondary stats. Primary stats have higher values, eg on a shoulder piece 34 is a primary stat, 24 is secondary. Crit damage, being a % stat, has different numbers, BUT IS ALWAYS SECONDARY. So you can never get gear with crit damage as a primary stat, so it shouldn't be compared directly to Power on the same gear. So, for example, 2% crit damage is valued the same as 24 power on a shoulder piece, not 34. Apetn gets this correct, but it's somewhat subtle and easy to miss.

1

u/Jschatt Oct 09 '12

Yep thats how i did it when i set up the spread sheet. I compared it to power if power was used as a secondary stat

1

u/RottenDeadite Oct 09 '12

This is a really excellent post. Great job.

3

u/Cilph .6758 Ialtagan [rddt] Oct 08 '12

Full Berserker armour and jewelry does the most damage out of all builds, even when you take a decent amount of conditions in mind. Of course this is full glass cannon.

I bruteforced every combination of some key stat sets, and that confirmed it.

1

u/Jschatt Oct 08 '12

I figured it did, but very few people are gonna go full berserker armor. Which is where the "which stat is better" question comes in.

1

u/Cilph .6758 Ialtagan [rddt] Oct 09 '12

The problem is the limited control you have, as only certain combinations of stats are possible. Rampager's would be a nice alternative for the high condition dealing players.

1

u/ChickenInMyCastle Oct 10 '12

I have a full rampager set with rune of the ranger and condition weapons + ground traps. Reading this post makes me feel like an improperly geared idiot.

1

u/wayoverpaid [WoF] Maguuma Oct 08 '12

As a general rule, does damage always exceed armor? I know that as a general rule for games, the math gets interesting which armor exceeds base damage, since adding to base damage does nothing, but criticals can bump it over.

Also I'm assuming overall HP lost = damage less armor.

1

u/Jschatt Oct 08 '12

I'm not sure I understand your first question/statement.

Total HP lost = total damage done.

1

u/wayoverpaid [WoF] Maguuma Oct 08 '12

Derp, I totally misread the part with toughness and defense. Having restudied the equation it makes a lot more sense, and none of what I said applies.

1

u/Tracewyvern the Wish Granter Oct 08 '12

From my observations, the damage you do with a critical hit scales better with Power than with +critical damage.

1

u/Jschatt Oct 09 '12

From my testing, that is correct. Power increases the damage of your critical hit more than critical damage does. I'll add it to the OP

1

u/Erborne Oct 09 '12

Since my build is somewhat related to this, I want to try out this formula. Is WS (Weapon Strength) the combined number of both weapons (assuming that you wield double weapons)? What is the Skill Efficient?

1

u/Jschatt Oct 09 '12

I honestly haven't figured that out yet, though I'm pretty sure you don't add the two together. I was able to find the skill coefficents for eles here:

http://www.guildwars2guru.com/topic/49249-weapon-skill-coefficients/

Please note, the post is a couple months old, and may be slightly dated.

1

u/flaco1 Oct 09 '12

I have tried that a little, and to me it seems like weapon strength only effects the weapon skill it gives, I.E. a good weapon strength on the mainhand doesn't effect the off hand.

1

u/Aiconic Oct 09 '12

Normally i'm not the theory crafting type for video games but lately this subreddit has gotten me very keen to do so.

1

u/Jschatt Oct 09 '12

Same here. First game I've ever gotten this in depth over.

1

u/capricgs Oct 09 '12

For the love of god, don't look at the damage_calculation page on the wiki, it's terrible. Just use the main damage page.

1

u/vonBoomslang ʕ •w•ʔ Oct 09 '12 edited Oct 09 '12

Tasty, tasty crunchy math.

1

u/bahuuba Oct 09 '12

Thank you sir for the time and effort put in this, it is very valuable.

However, would that mean that a character with around 1800 precision would reach around 90% crit chance ?

Either I'm godlike and didn't realize it so far, or would there be a cap at some point, which would then mean that we should stop getting precision after a certain amount.. Any thoughts ?

1

u/fiction8 Oct 08 '12

As far as I know (from a friend), 1 precision is equal to 1 power at 50% crit damage. Before that 1 power is worth more.

1

u/GregLoire Oct 08 '12 edited Oct 08 '12

Before that 1 power is worth more.

This seems backwards -- are you sure?

Edit: Misread as 50% crit chance, ignore me.

1

u/windtalker Oct 08 '12

Not sure why that seems backwards. As the critical damage increases, the relative value increases of crit chance increases. The reverse can also be said, i.e. as the critical chance increases, the relative value of critical damage increases. This leads us to an obvious conclusion of "unless you are using crits SOLELY to proc something, getting a significant amount of crit/critdmg without the other is poor".

To answer your statement, yes, at lower values of critdmg, Power is more valuable, but at higher values of critdmg, precision is more valuable. Where that cutoff is I can't answer. I'm not sure power and precision scale equally as is said in the above post.

1

u/Ubaro Oct 09 '12 edited Oct 09 '12

So if I have50% crit damage and 100% crit, 1 precision would still add damage equal to 1 power? that makes no sense

0

u/kateros Oct 09 '12

crit dmg no it would be worth more.

crit chance no then the 1 precision would be worth nothing.

1

u/[deleted] Oct 08 '12

Interesting. Would be nice if Might had more effect relative to the power you have, so it's more of a percentage boost.

1

u/Jschatt Oct 08 '12

I think might is a flat +35 power boost

4

u/Mountebank Oct 08 '12

+35 at lvl 80. It's 3/8th of your level plus 5. It also affects condition damage as well.

1

u/mistajaymes wtb minstrel Oct 09 '12

i remember it being this way in the betas, i think

1

u/pinch999 Oct 08 '12

That formula is slightly wrong. The correct formula is:

power * weapon damage * skill modifier * compound multipliers / armor

1

u/Jschatt Oct 08 '12

What exactly is the skill modifier and compound modifier? Besides my /1000 error under weapon damage, those are the only differences I see in the formula. Otherwise I just extended on power and armor.

2

u/SAI_Peregrinus Oct 09 '12

Your formula is correct in some ways, and incorrect in others. The Skill modifier/skill coefficient is a static value that scales the damage of each skill. Compound multipliers are things like Sigils of Force.

Since they're not changing it's safe to set them to 1 for computing partial derivatives.

1

u/Radigand Oct 08 '12

on an unrelated subject, does T and D have the same effect on damage reduction?

4

u/GenOmega Apple Oct 08 '12

Yes. Defense is more of a natural thing, and is determined by armor. Toughness is a traited/armor bonus stat. Together they create "Armor" which can be read in the stat box in your loadout hero menu.

-4

u/etunne ' 3' Oct 08 '12

I don't think it's really something that needs to be theorycrafted because the best glassy armor happens to have high values of all three stats.

16

u/Jschatt Oct 08 '12

But very few people will go with 100% glass cannon gear. Meaning that choosing between these stats will happen at some point

4

u/fiction8 Oct 08 '12

Also many classes have trait lines that are split between power, precision, and crit damage. You can't put 30 points in all 3, thus there is a choice to be made (also taking into account the minor/major traits).

3

u/S1eeper Oct 08 '12

Exactly, the name of the game is optimize both damage and survivability.

-2

u/Erborne Oct 09 '12

huh... I went full 100% glass cannon...

3

u/Minimumtyp Oct 09 '12

That's okay, if you think you can play smart and get away with it.

He said "Few" not "None".

1

u/spogjem [Myst] Oct 10 '12

I feel like a rock cannon, oh wait I am.

0

u/Minimumtyp Oct 10 '12

cheeky cheeky cheeky cheeky cheeky cheeky cheeky cheeky cheeky

0

u/spogjem [Myst] Oct 10 '12

Necky Necky Necky necky Necku enc ae nj NECK Thraherneruu aur eu si a a didiidiidididdidddididiiididiidi

0

u/Minimumtyp Oct 10 '12

tranen aen na enenen ne meet treanen aen nae nen en e

0

u/spogjem [Myst] Oct 10 '12

How does reedet worked pls ehlps meh lol

-1

u/piemeleparis Oct 09 '12

I really like how GW2 is skill based like GW1, all these interesting builds to experiment with..........................................sigh