About crit and global crit modifiers

Hi,

Last Saturday I've messed a bit with game damage calculation to figure out how global crit chance and multiplier are integrated in damage formulas.
This topic isn't discussed in the wiki and I couldn't find a comprehensive thread in the forum either.
So based on this from the wiki, I found out that the total crit chance is calculated as this:

Local crit chance = base weapon or spell crit chance * (1 + local crit chance modifiers)
Total crit chance = local crit chance * (1 + increased crit chance modifiers + increase global crit chance modifiers + nb power charges * 0.5)

Yes, they just stack similarly to regular crit increase. And it's the same for global crit multiplier:
Total crit multiplier = 1.5 * (1 + increased crit mul modifiers + increased global crit mul modifiers)

So the "global" keyword is very misleading because one could think it's a multiplier over the rest of the calculation. But it's not! It just stack additively with other crit modifiers.

We can then use the formula from the wiki to get a very good approximation for tooltip dps (off by a few points because of missing roundings).

I've done an excel sheet to calculate this on my ranger. Here it's current self buff stats:

Spoiler



And here the associated damage calculation:
Spoiler



As you can see it's pretty accurate. I get the same final crit chance and multiplier as in game and the dps is off by a few points only.
The sheet also provides peak damage value and some other informations but it's still WIP. At the beginning my intention was to find what I must do precisely to prevent me from dying to physical reflect. 1st change was to use PCoC instead of Increased Crit Damage. Peak reflected physical damage went from 3.5k to 2.4k, I did lose some dps in the process though.

For those who want to play a bit with the excel sheet

link
How to use:
grey values: automatically computed.
For input damages, you must specify the values listed in your offence tab.
All crit values are [0;1] based, not 100% based, ie. 53% translate to 0.53.
Use poebuilder, poeskilltree planer or any passive tree breakdown to get the sum of critical chance and multipliers you must enter into the sheet. For instance my ranger has 240% increased crit chance, 235% with bows (to be put in increase crit chance with..., for convenience, but you can just sum it all together with regular crit chance)), 45% crit mul, 30% with bows. 27% global crit chance form a diamond ring and 150% global crit mul from amulet, quiver and bow.

Please note that everything about the reflect and leech calculation is still under investigation. Currently, the idea is to calculate the highest reflected hit, the one we must absolutely survive (big enough life pool), and to calculate the average reflected damage per frame, which is mitigated by evasion calculated on the right side. I haven't bothered with armor yet because as I run an acrobatic build, I have almost 0 armor ^^.

I'll try to put the sheet on google doc eventually.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives#1967 on May 12, 2014, 2:35:18 PM
In case I've missed it don't forget to add the second crit roll in your Net DPS.

I kinda suck at making formulas but it I think I got it right:

"
base_dps + (base_dps * crit_chance * crit_multiplier * chance_to_hit) = eff_dps


Evaded crits get changed into normal hits so you get your base dps and the added crit dps on top.

I've also made a tool Link to thread to calculate one's DPS. It's still in progress as I'm ironing out the bugs, feel free to compare your findings with mine.

Note that Auras, Strength and Level don't work atm, everything else should be working though.

The displayed damage values are factoring in the crit already. Can't really simulate supports like LMP yet (reduced/less damage only works on physical for now)

Thanks for your work, I'll keep browsing through it :D
Your work reminds me of the calc I did for D2 many years ago :p. But it was much simpler back then.
I'll take a look at yours, thanks for the link.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch?
If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch.
Watching witches watch watches is not for the faint of heart...
Last edited by Panini_aux_olives#1967 on May 12, 2014, 6:47:41 PM

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