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Crit Damage Analysis


Inofor
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In this post I will test crit damage to make sure everything is in order and to figure out crits work. The brackets behind the results are the assumed calculations I'm cooking up as I go.

Plasma Sword:
Normal attack: 25 damage
Charge attack: 120 damage

Mods used:
+30% crit chance mod to help with testing
+90% crit damage mod to have a look at how it's calculated into the damage

 

Test location: Terminus

Test of normal hit crit multiplier:

On armoured grineer:
With mods:
Using loki invisibility:
Normal hit: 8 damage (25/3)
Yellow normal crit: 12 damage (1.5*(25/3)=8.333...≈8)
Red normal crit: 47 damage ((25/3)*1.5*2*1.9=47.5≈47)

 

Normal crit:
Yellow normal crit: 31 damage ((25/3)*2*1.9=31.666...≈31)

 

On sawman:

Normal crit:
Yellow normal crit: 95 damage (25*2*1.9=95)

Without mods:

On armoured grineer:
Using Loki invisibility:
Normal hit: 8 damage (25/3)
Yellow normal crit: 12 damage (1.5*(25/3)=8.333...≈8)
Red normal crit: 25 damage (1.5*(25/3)*2=25)

Normal crit:
Yellow normal crit: 16 damage ((25/3)*2=16.666...≈16)


Test of charge hit crit multiplier:

With mods:

Using loki invisibility:
Normal charge hit: 120 damage
Yellow charge crit: 240 damage (120*2=240)
Red charge crit: 912 damage. (120*2*2*1.9=912)

Normal crit:
Yellow charge crit: 456 damage (120*2*1.9=456)

With 90% AP added to mods:

On armoured grineer:
Using loki invisibility:
Normal hit: 34 damage (25*0.9*1.5=33.75≈34)
Yellow normal crit: 52 damage (1.5*34=51≈52) ...Huh?
Red normal crit: 193 damage (34*1.5*2*1.9=193.8≈193)

Normal crit:
Yellow normal crit: 129 damage (34*2*1.9=129.2≈129)

Loki invisibility crits:

On sawman:
Normal charge hit: 108 damage (0.9*120=108)
Yellow charge crit: 216 damage (2*108=206)
Red charge crit: 820 damage (108*2*2*1.9=820.8≈820)

Normal crit:
Yellow charge crit: 410 damage (2*1.9*108=410.4≈410)

Loki invisibility crits:

On armoured grineer:
Normal charge hit: 162 damage (0.9*120*1.5=162)
Yellow charge crit: 324 damage (162*2=324)
Red charge crit: 1230 damage (2*1.9*162*2=1231.2≈1230)

Normal crit:
Yellow charge crit: 615 damage (2*1.9*162=615.6≈615)
 

EDIT: Just got a red charge crit without being invisible on Trinity! I didn't see the last number clearly, so I'll refer to it as 307X damage.

 

Normal crit:

Normal charge hit: 405 damage (0.9*120*1.5*2.5=405)
Yellow charge crit: 1539 damage (405*2*1.9=1539)
Red charge crit: 307X damage (2*1.9*405*2=3078)

 

 

Conclusion:

Judging by the disparity in results, looks like there's some floor action going on in the middle of the calculations.

 

Plasma sword normal crit multiplier:
Yellow crits: Mod*2.0 (max 2.0*1.9=3.8) multiplier for both normal and charged attacks.

Red crits: Mod*2.0*2.0 (max 2.0*2.0*1.9=7.6)

 

Loki invisibility with plasma sword:
Normal attacks:
1.5 crit multiplier
Charged attacks:
2.0 crit multiplier

 

Normal hits:

If you crit while visible, you get a yellow crit for a 2.0*mod multiplier (max 2.0*1.9=3.8).

If you don't crit while invisible, you get a yellow crit for 1.5 multiplier.

If you crit while invisible, you get a red crit for 1.5*2.0*mod multiplier (max 1.5*2.0*1.9=5.7).

 

Charge hits:

If you crit while visible, you get a yellow crit for a 2.0*mod multiplier (max 2.0*1.9=3.8).

If you don't crit while invisible, you get a yellow crit for 2.0 multiplier.

If you crit in while invisible, you get a red crit for 2.0*2.0*mod multiplier (max 2.0*2.0*1.9=7.6).

 

You can't use Loki's invisibility to get the crit damage bonus from a crit damage mod.

Mod effect is only calculated in with lucky crits. Is this a bug?

 

Update: Normal red charge crits also only factor the mod in only once, leading to the same multiplier as with Loki red charge crits.

Edited by Inofor
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Loki's invisibility basically gives melee attacks a 100% chance to crit for the basic crit damage multiplier. However, it also allows him to critically critical, giving that damage a chance to crit again for base crit damage and crit multiplier - so:

 

 

Example weapon stats:

5 damage,

10% critical chance per hit,

1.5x critical damage multiplier,

1 attack per second.

 

Regular damage would be:

5 damage per swing,

7.5 critical damage.

 

Invisibility damage would be:

7.5 damage per swing,

11.25 critical damage.

 

 

DPS stats:

 

Regular attacks: 5.75 DPS

Invisibility attacks: 8.625 DPS

 

 

Example card stats:

+50% weapon damage,

+100% critical chance,

+100% critical damage,

+50% swing speed.

 

Upgraded stats:

7.5 damage,

20% critical chance,

3.0x Critical damage multiplier,

1.5 attacks a second.

 

Regular damage:

7.5 damage per swing,

22.5 critical damage.

 

Invisibility damage:

11.25 damage per swing,

33.75 critical damage.

 

Card buffed DPS values:

Regular attacks: 12 DPS

Invisible attacks: 18 DPS

 

 

 

 

 

TL:DR - Invisiblity is just a straight up damage boost to melee attacks, it isn't affected by mods aside from what ones affect your melee weapon. However, it does still allow you to "Critically Critical" while invisible which *is* affected by mods. You would need a "Power Critical Multiplier" card to affect invisibility's damage buff - although the +power damage card really ought to affect it.

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During invisibility yellow attacks = normal hits, red attacks = crits. Normal attacks are multiplied by 1.5, charge attacks by 2. That settles everything, right?

 

Correct, if you consider the yellow damage non-crit damage even though yellow damage made while visible is always crit damage.

 

They need to make it clear that the damage bonuses for each type of attack are different and they're not crits. The current way of displaying the invisibility skill damage bonus the same way as crit damage naturally leads players to think that they can use crit damage mods to enhance the damage. It's a bit confusing.

 

You would need a "Power Critical Multiplier" card to affect invisibility's damage buff - although the +power damage card really ought to affect it.

 

I like the idea of the power strength mod increasing the strength of this power.

Edited by Inofor
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