Wired: Critical Conditions
Posted: Wed Aug 12, 2009 2:07 pm
Effects that alter critical rate and critical damage modifiers for direct damage spells have changed a lot over the years. Keeping up with them has always been a challenge.
Assumptions
It is well documented that Spell Casting Fury contributes a 2/4/7 % crit chance modifier; so much so that this is actually in the AA's description! It was also documented that the first 3 ranks of Fury of Magic each contributed a 2% crit chance modifier after a few changes on live, but before the AA consolidation in 2007. [See here]
I was able to track down only a few references regarding the effects of Fury of Magic Mastery (now Fury of Magic 4-6) and Volatile Mana (now Fury of Magic 7-9) before they were consolidated into the Fury of Magic line. Those references indicate that both of these abilities increased the chance to crit by 1% or 2% per rank. [See here and here]
I don't really remember the source I had for the crit chance modifier of ranks 10-12 of Fury of Magic... it might have been from some beta info for the expansion they came in with. From what I remember, these 3 ranks each increase the chance to crit by 1% or 2%.
Elidroth informed me that Fury of Magic 13-15 should be 23/25/27%. That should place the increase per new rank at 5/2/2% in Underfoot.
There are different opinions on what to use as the crit chance modifier for the fourth Dragons of Norrath progression AA, Power of the Keepers/Dark Reign. I've always gone with 1%, although I've seen variations up to 3%.
Critical Chance AA Tests
To test this, I copied both Wire and my Bard alt over to the Test server and headed into the arena where I could abuse a Test Dummy. Underfoot parses were conducted on the Beta server. I wanted a reasonably accurate result, so I let each sample climb to over 10,000 successful hits with level 81+ critable spells. Each run took around 9 hours. Note: you have to zone after using /resetaa.
Observations indicate that Power of the Keepers does indeed increase the chance to crit by only 1%, while the addition of Spell Casting Fury 3/3 and Fury of Magic 3/12 result in a 14% chance to crit, as expected. Fury of Magic ranks 4-6 each increase the chance to crit by approximately 1%, as do ranks 10-12. Ranks 7-9, which used to be Volatile Mana, increase this chance by around 2% each.
Without Power of the Keepers, Fury of Magic 13 increases crit rate by 30%. Subtracting 7% for Spell Casting Fury and 18% for Fury of Magic 12, the increase from Fury of Magic 12 to 13 is 5%, while the increase from 13 to 14 is 2% and the increase from 14 to 15 also appears to be 2%.
Note: Wizards may have a completely different distribution, as their Spell Casting Fury Mastery line consolidates crit AA lines that other classes never received.
Using the observed values, the breakdown of spell crit chance AA looks like this:
The total chance to crit from AA is 35% in Underfoot.
Critical Chance Stacking Tests
Along with AA, there are several spell effects that increase the chance to crit spells. I've listed all the effects I can recall that increase the chance to crit spells:
Note that all of these buffs have a slot associated with their crit chance modifier. We know that spells with crit chance modifiers in the same slot do not stack. For example: Intensity of the Resolute, Glyph of Courage and Fierce Eye will all overwrite one another. However, it has long been argued that buffs with crit chance modifiers in different slots may or may not stack.
If they do not stack, we would expect only the buff with the highest chance to crit to take effect. If they stack, we would expect either an additive, multiplicative or inverse result with two or more buffs.
For the first test, I dropped all buffs except for spell haste. For the second test, I activated only First Spire of Elements and Intensity of the Resolute. For the third test, I activated only First Spire of Elements, Fierce Eye and Spirit of Vesagran. For the fourth test, I managed to get Third Spire of Enchantment Rank 3 and Auspice of the Hunter Rank 4 (until I went LD).
With First Spire and Intensity, we'd expect a 97% crit rate assuming effects in different slots are additive. Similarly, we'd expect a 69% crit rate with First Spire, Fierce Eye and a Bard 2.0 click. First Spire with Third Spire and Auspice should yield a 67% chance to crit.
Looking at the results, the observed crit rates are almost identical to the expected crit rates. Crit rate modifying buffs in different slots are clearly additive. The result can be extended to interactions with other buffs that I didn't explicitly test, like Glyph of Courage, whose effects should also be additive as long as the buffs stack.
Critical Damage Modifiers
The first 3 ranks of Destructive Fury increase critical damage by 25% total. Each other rank further increases critical damage by 5%.
Along with AA, there are several spell effects that increase critical spell damage:
Unlike critical chance modifiers, damage modifiers do not stack for direct damage spells. Regardless of the slot each effect is in, only the largest will have any effect. Therefore, one should aim to stagger effects featuring critical damage modifiers.
Glyphs
Glyph of Destruction increases the critical damage modifier by 50%, while Glyph of Courage increases the critical chance modifier by 15%. Which is the best to use? It depends on the situation.
On its own, Glyph of Courage yields more of an effect than Glyph of Destruction, even though it is active for a shorter time. This is due to the large baseline critical damage mod versus the relatively small baseline chance to crit.
Increasing the chance to crit increases the overall effect of Glyph of Destruction, since its damage modifier is active more often. The influence of any effect that increases the chance to crit spells by 12% or more will make Glyph of Destruction the better overall choice.
Similarly, an effect that increases both the critical chance and damage modifier can raise questions. Take Fierce Eye and Glyph of Destruction for example:
Here, the sum of each effect's impact over their duration is less than the overall impact of both effects occurring simultaneously. It's slightly better to use both together instead of one after the other.
Conclusions
Observations indicate that crit chance modifiers are additive, crit damage modifiers are not additive, and it is possible to reach a 100% crit rate by stacking multiple effects. Applying these results should increase your DPS.
Now that you're wired, have fun critting!
Assumptions
It is well documented that Spell Casting Fury contributes a 2/4/7 % crit chance modifier; so much so that this is actually in the AA's description! It was also documented that the first 3 ranks of Fury of Magic each contributed a 2% crit chance modifier after a few changes on live, but before the AA consolidation in 2007. [See here]
I was able to track down only a few references regarding the effects of Fury of Magic Mastery (now Fury of Magic 4-6) and Volatile Mana (now Fury of Magic 7-9) before they were consolidated into the Fury of Magic line. Those references indicate that both of these abilities increased the chance to crit by 1% or 2% per rank. [See here and here]
I don't really remember the source I had for the crit chance modifier of ranks 10-12 of Fury of Magic... it might have been from some beta info for the expansion they came in with. From what I remember, these 3 ranks each increase the chance to crit by 1% or 2%.
Elidroth informed me that Fury of Magic 13-15 should be 23/25/27%. That should place the increase per new rank at 5/2/2% in Underfoot.
There are different opinions on what to use as the crit chance modifier for the fourth Dragons of Norrath progression AA, Power of the Keepers/Dark Reign. I've always gone with 1%, although I've seen variations up to 3%.
Critical Chance AA Tests
To test this, I copied both Wire and my Bard alt over to the Test server and headed into the arena where I could abuse a Test Dummy. Underfoot parses were conducted on the Beta server. I wanted a reasonably accurate result, so I let each sample climb to over 10,000 successful hits with level 81+ critable spells. Each run took around 9 hours. Note: you have to zone after using /resetaa.
Code: Select all
Crits Hits Observed Expected Effects
101 10624 0.0095 0.0100 Power of the Keepers
2418 17358 0.1393 0.1400 Fury of Magic 3/15
+ Power of the Keepers
2498 14034 0.1780 0.1700 Fury of Magic 6/15
+ Power of the Keepers
4307 18268 0.2358 0.2300 Fury of Magic 9/15
+ Power of the Keepers
2822 10907 0.2587 0.2600 Fury of Magic 12/15
+ Power of the Keepers
4048 13640 0.2968 0.3000 Fury of Magic 13/15
4075 12604 0.3233 0.3200 Fury of Magic 14/15
4208 12561 0.3350 0.3400 Fury of Magic 15/15
Without Power of the Keepers, Fury of Magic 13 increases crit rate by 30%. Subtracting 7% for Spell Casting Fury and 18% for Fury of Magic 12, the increase from Fury of Magic 12 to 13 is 5%, while the increase from 13 to 14 is 2% and the increase from 14 to 15 also appears to be 2%.
Note: Wizards may have a completely different distribution, as their Spell Casting Fury Mastery line consolidates crit AA lines that other classes never received.
Using the observed values, the breakdown of spell crit chance AA looks like this:
Code: Select all
Rank Rank Rank Total Source
1 2 3
0.01 0.01 Power of the Keepers
0.02 0.02 0.03 0.07 Spell Casting Fury
0.02 0.02 0.02 0.06 Fury of Magic 1-3
0.01 0.01 0.01 0.03 Fury of Magic 4-6 (Fury of Magic Mastery)
0.02 0.02 0.02 0.06 Fury of Magic 7-9 (Volatile Mana)
0.01 0.01 0.01 0.03 Fury of Magic 10-12
0.05 0.02 0.02 0.09 Fury of Magic 13-15
0.35 Total
Critical Chance Stacking Tests
Along with AA, there are several spell effects that increase the chance to crit spells. I've listed all the effects I can recall that increase the chance to crit spells:
Code: Select all
Effect Slot Source
0.21 1 Auspice of the Hunter
0.21 2 First Spire of Elements
0.03 4 Circle of Power
0.50 5 Intensity of the Resolute
0.15 5 Glyph of Courage
0.10 5 Fierce Eye
0.12 9 Spirit of Vesagran
0.07 11 Third Spire of Enchantment
If they do not stack, we would expect only the buff with the highest chance to crit to take effect. If they stack, we would expect either an additive, multiplicative or inverse result with two or more buffs.
For the first test, I dropped all buffs except for spell haste. For the second test, I activated only First Spire of Elements and Intensity of the Resolute. For the third test, I activated only First Spire of Elements, Fierce Eye and Spirit of Vesagran. For the fourth test, I managed to get Third Spire of Enchantment Rank 3 and Auspice of the Hunter Rank 4 (until I went LD).
With First Spire and Intensity, we'd expect a 97% crit rate assuming effects in different slots are additive. Similarly, we'd expect a 69% crit rate with First Spire, Fierce Eye and a Bard 2.0 click. First Spire with Third Spire and Auspice should yield a 67% chance to crit.
Code: Select all
Crits Hits Observed Expected Effects
2822 10907 0.2587 0.2600 Fury of Magic 12/15
+ Power of the Keepers
10854 11194 0.9696 0.9700 Fury of Magic 12/15
+ Power of the Keepers
+ First Spire of Elements (3/3)
+ Intensity of the Resolute
7047 10225 0.6892 0.6900 Fury of Magic 12/15
+ Power of the Keepers
+ First Spire of Elements (3/3)
+ Fierce Eye
+ Spirit of Vesagran
2948 4431 0.6653 0.6700 Fury of Magic 12/15
+ Power of the Keepers
+ First Spire of Elements (3/3)
+ Third Spire of Enchantment (3/3)
+ Auspice of the Hunter (4/12)
Critical Damage Modifiers
The first 3 ranks of Destructive Fury increase critical damage by 25% total. Each other rank further increases critical damage by 5%.
Code: Select all
Rank Rank Rank Total Source
1 2 3
0.07 0.08 0.10 0.25 Destructive Fury 1-3
0.05 0.05 0.05 0.15 Destructive Fury 4-6
0.05 0.05 0.05 0.15 Destructive Fury 7-9
0.05 0.05 0.05 0.15 Destructive Fury 10-12
0.70 Total
Code: Select all
Effect Slot Source
0.10 5 Fierce Eye
0.50 7 Glyph of Destruction
0.75 7 Glyph of the Cataclysm
0.30 11 Third Spire of the Pathfinders
Glyphs
Glyph of Destruction increases the critical damage modifier by 50%, while Glyph of Courage increases the critical chance modifier by 15%. Which is the best to use? It depends on the situation.
Code: Select all
Modifier Chance Duration Result Effect
0.50 0.26 120 15.6 Glyph of Destruction
1.70 0.15 90 23.0 Glyph of Courage
0.50 0.38 120 23.0 Equality
Increasing the chance to crit increases the overall effect of Glyph of Destruction, since its damage modifier is active more often. The influence of any effect that increases the chance to crit spells by 12% or more will make Glyph of Destruction the better overall choice.
Similarly, an effect that increases both the critical chance and damage modifier can raise questions. Take Fierce Eye and Glyph of Destruction for example:
Code: Select all
Modifier Chance Duration Result Effect
2.20 0.26 120 68.6 Glyph of Destruction
1.70 0.26 120 53.0 Base
15.6 Difference
1.80 0.36 60 38.9 Fierce Eye
1.70 0.26 60 26.5 Base
12.4 Difference
2.20 0.36 60 47.5 Glyph of Destruction
+ Fierce Eye
2.20 0.26 60 34.3 Glyph of Destruction
1.70 0.26 120 53.0 Base
28.8 Difference
0.8 Overall Difference
Conclusions
Observations indicate that crit chance modifiers are additive, crit damage modifiers are not additive, and it is possible to reach a 100% crit rate by stacking multiple effects. Applying these results should increase your DPS.
Now that you're wired, have fun critting!