Aura Kingdom Gunslinger Dmg Or Crit

Aura Kingdom Crit vs Dmg Stat Analysis by imakebirdiescry

Aura Kingdom Crit vs Dmg Stat Analysis by imakebirdiescry Hi, welcome to my guide to CRIT vs DMG. Hopefully this will be part of a series that will include HP/DEF/EVA, ACC/CRITDMG, and possibly more (if anyone can think of a comparison they would like, please let me know).

Hi, welcome to my guide to CRIT vs DMG. Hopefully this will be part of a series that will include HP/DEF/EVA, ACC/CRITDMG, and possibly more (if anyone can think of a comparison they would like, please let me know).

Since I want this guide to be accessible and useful for everyone, I will start off with the conclusions of my math.
IF YOU DON’T WANT TO READ A WALL OF MATH, JUST READ THE FIRST PART. HOWEVER, PLEASE DON’T TRY TO ARGUE MY MATH WITHOUT READING IT, THANKS.

How should I build?

If you’re focusing on dealing the most damage possible, build for crit and crit damage. If you’re focusing more on defense (like guardian and bard), build for damage and ignore crit, because crit damage takes up alot of stat option slots that you would rather use for damage reduction, and crit without crit damage does not give you as much damage as DMG does.

In general, if you have over 200% crit damage, building more crit chance will give you more damage. If you have less than that, building more DMG will give you more damage. BUILDING CRIT AND CRIT DAMAGE WILL GIVE YOU MORE DAMAGE THAN BUILDING PURE DAMAGE WILL EVER GET YOU.

In particular, if you are going crit, you should try to get crit damage anywhere you can. This includes Envoy path, Ultimate skill (Callousness), Secret stones (go for the +6% crit dmg ones, even if they don’t affect any of your skills), trophies (aka Fia’s Fairy dust – this item was made for crit builds), and any other crit damage bonuses you can find. If you have to choose between crit chance and crit damage, and are around 200% crit damage already, 1% crit damage is worth about 0.25% crit chance. Obviously the more crit chance you already have, the more useful crit damage is, and the more crit damage you already have, the more useful crit chance is.

Calculations Intro

Since crit runs on RNG, we will use the law of large number averages to calculate an average damage. The simple formula for average damage is therefore as follows:

total damage = DMG * [1 + critrate * (critdmg – 1) ]

ex: You have 15000 DMG, 50% crit chance, and 170% crit damage. Your average damage is therefore 15000 * (1 + 0.5 * (1.7 – 1) ] = 20250.

Now, most of your damage comes from skills. Skills have a base damage and a damage ratio (these can be found here). Say you’re a level 45 wizard and your Meteor skill is level 48. You have a DMG stat of 15000. Then its damage is 1.4 * (9103 +15000).

Now one thing to note here is that increasing your DMG will increase the bonus damage, but not the base damage. A crit, however, will increase the damage of both the base and the bonus components. We can thus give the damage formula for a skill as:

skill damage = skillbonus * (base + DMG) * [1 + critrate * (critdmg – 1) ]

Now that we have a formula for skill damage, let’s take a look at how adding points to crit or damage will affect your overall damage.

Stats

Title bonuses and Eidolon bonuses are always applied at the end. They are not affected by any % increases.

DMG

Each stat point in damage increases your damage by 0.35%. This applies to both your base damage, weapon damage, and any bonus damage from gear. Other percentage increases in damage (from Envoys and from %DMG stats on gear) stack additively, not multiplicatively, with this. For example, say you have 10 points in damage (3.5% increase) and a full set of damage gear (8% increase). This is an 11.5% increase (3.5+8=11.5).

So the overall formula for damage stat is:

DMG = [(base + weapon + gear) * (stat% + gear% + envoy%)] + title + eidolon

This is the damage stat listed in your character window. The only difference between your primary and secondary weapons is the main damage stat listed on the respective weapons. All other % bonuses are applied the same way.

CRIT

When dealing with crit, I will refer to crit stat and crit chance. These are different. Gear/stats dealing with crit are generally added to your crit stat (some exceptions exist). Crit chance is your percentage chance to land a crit derived from your crit stat relative to the target’s level. Crit stat is linearly related to crit chance – that is, increasing your crit stat by 10 gives you the same increase in crit chance whether your crit stat is going from 100->110 or 3500->3510.

Each stat point you invest in crit will give you enough crit stat to raise your crit chance by 0.25%. That means the stat points you invest in crit give you a constant crit chance as you level, but their crit stat value increases as you level.

Most things that give CRIT+X% just add directly to your crit chance without affecting your crit stat. These incluce costumes, envoy path, and secret stones (?unsure, I don’t have any crit chance stones to test). However, a few gear bonuses will actually add a % of your crit stat. These % crit stat bonuses will ignore any crit stat you get from adding stat points, but include all crit stat gained from gear as well as your base crit stat.

The overall formula for CRIT% is:

CRIT% = %CRITBonus + (0.25 * statpoints) + {K * [ %CRITStat * (base + gear) + title + eidolon] }.

statpoints is the number of attack points you have invested into crit. %CRITBonus is the total sum of all your %CRIT bonuses that apply directly to your crit chance (envoy, costume, secret stone, gear). %CRITStat is the total sum of the %CRIT bonuses that apply to your crit stat instead of directly to your crit chance (ultimate skill, some gear). K is a constant of proportionality between your crit stat and your crit chance. This changes based on level. At level 53 my value of K is around 0.007, which means every point of crit stat gives me 0.007% crit chance.

A nice explanation of K by Mythyc:

I was actually compiling statistics on K (or in my case, 1/K [how many points does it take to get a 1% increase in a stat]and with my preliminary results (had to start a character from scratch to get these):

  • LVL 1 – 1.55
  • LVL 2 – 1.70
  • LVL 3 – 1.95
  • LVL 4 – 2.30
  • LVL 5 – 2.75
  • LVL 6 – 3.30
  • LVL 7 – 3.95
  • LVL 8 – 4.70
  • LVL 9 – 5.55
  • LVL 10 – 6.50
  • LVL 11 – 7.55
  • LVL 12 – 8.70
  • LVL 13 – 9.95
  • LVL 14 – 11.30
  • LVL 15 – 12.75
  • LVL 16 – 14.30
  • LVL 17 – 15.95
  • LVL 18 – 17.70
  • LVL 19 – 19.55
  • LVL 20 – 21.95
  • LVL 21 – 23.55
  • LVL 22 – 25.70
  • LVL 23 – 27.95
  • LVL 24 – 30.30
  • LVL 25 – 32.75
  • LVL 26 – 35.30
  • LVL 27 – 37.95
  • LVL 28 – 40.70
  • LVL 29 – 43.55
  • LVL 30 – 46.50
  • LVL 31 – 49.55
  • LVL 32 – 52.70

etc…

In other words, the difference in points between each successive level is increased by 0.1. 1/K describes the amount of points required to increase a given stat by 1%.
Applies to CRIT, EVA, SPD and DEF.

I found that the formula to find 1/K is:

(N (N+1) / 2) * 0.1 + (1.5 – [N * 0.05])

Where N is your current level.

In your case, 1/K would be:

53(54)/2 * 0.1 + (1.5 – (53 * 0.05)) = 141.95

or

K = 0.00704 (which coincides with your results)

Hope that helps

A more simplified version of the crit formula if you just want to check values quickly:

CRIT% = %CRITBonus + (K * critstat).

Maths on total damage

Kingdom

Using level 48 Meteor as an example, we have:
skill damage = 1.4 * (9103 + DMG) * [1 + critrate * (critdmg – 1) ]
Sample starting stats are 15000 DMG and 20% crit chance. I plotted a change of 50 stat points’ worth in crit (red line) and indamage (blue line) at different levels of crit damage (130%, 190%, 200%, 210%, 300%). The following plot is what results:

Here we see that at low crit damage, adding points to DMG will increase your damage more. However, once you go over 200% crit damage, adding points to crit will add more to your damage. Also, we can see that you will get more out of building crit+crit damage than you could ever get out of going pure damage. Also, a 10% increase in crit damage is worth a good 10 stat points’ worth of crit chance.

Aura Kingdom Ravager Crit/Def Build Guide by hala18

Just i want to tell you i look around in Ravager’s skills, Envoys and Passives and i using this
build now on my 52 Ravager/Duelist! I can say you my crit chance is 50% and my crit dmg about
45k-50k/without crit dmg up Envoy Path passive/! I think its not so bad…

So let me start with my Envoy Path /later on i will take a screen from mine/:

This is my Envoy Path on Lvl 53

Let me talk about it.
So why i choose this way of path? I can tell you pick HP/Def/Crit then the last is Dmg/CritDmg!
The HP way passive gives 5% Def as Crit chance.
If you lvling just put first on hp–>def–>crit–>dmg.
You will have enough crit chance from stats so you dont need so much dmg for lvling all your 2nd hit will crit.

Ok now 2nd one is stats for lvling:

Attack Stats
For lvling just go on Crit.
Defensive stats
Just pick Def on low lvls you will gain more suvive ability from Def as HP.

END GAME STAT!!!

Attack Stats
Still go on Crit until you get 100% chance then go Dmg.
Defensive Stats
You dont need Def anymore you will get enough Def from your armor. Just go on full HP.

Thank you for the critism: rexzshadow, robertsup, Desparae learned a lot from you guys!
Btw i was a rager with you so sorry for that had a bad day! :/

Aura Kingdom Gunslinger Dmg Or Crit List

Second Class!
Why we choose Duelist?
Because we will have more DEF down skill, +75% Crit chance up /until next crit/, heal (28sec cd/a bit long/)
Good for non-stop farming and a bit life saver in pvp and eva buff what isn’t so good but eva.
I can say from duelist second class is good for pvp/pve DMGing.
From dual daggers you get eva and crit! So after all its good for us.

Aura Kingdom Gunslinger Dmg Or Criteria

Why we choose Grenadier?
So what you benefit from that second class?!
We can deal more area of effect dmg and can start to kite from distance.
The last skill you will get on Lvl 53 ll be a crit buff, one more stun and an immobilization skill!
But what i can realy say you will be an op aoe dmger! From the wep you will get more HP as crit and def.
Good stat but i dont recommend this class as second class!
Because you have enough aoe nukers on low cd. (but its just my choice)

Aura Kingdom Gunslinger Dmg Or Criticism

Why we choose Sorcerer?
Its simple… Long range attacks/dots/, lot of CCs, and a bit support i need to say more?!
Let me explain. Dot attacks just put them up from range then go melee you cant lose!
CCs?! Sleep, and a immobilization. No one will escape!
A bit support for Ravager its a lot support, Devour Soul is a life leach skill but a bit long cd on it!
Blood Seal is a good debuff which heal you whenever you hit your debuffed target.
From the weapon you ll get more Eva as HP and def so its a bit useless for our build.
My choice isn’t that one class but it is a good choice who want to play like a half god!

Aura Kingdom Gunslinger Dmg Or Criticize

Why we choose Gunslinger?
I cant say so much from this class. You will have a long range slow /what u already have and can use while moving/
Dmg traps with shield and immobilize/decrease heal -75% effect.
I cant say more usefull skills from Gunslinger as a Ravager sub.
Maybe the SPD buff but for Ravager isn’t so needed.
From weapon you get Crit and EVA so you can cap your Crit more easily.
If i wrote it bad tell me more about that class and i can update it.

More second classes comeing Soon!

Aura Kingdom Gunslinger Dmg Or Crit 2

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