Crit is 1.5x damage base. 21 precision = 0.01 critical chance (1%), this is linear. It may be nonlinear at the low end, and it's rounded so there's some noise in the data. For my Ele, 830 precision seems like it would be equal to 0% crit (914 precision = 0.04 crit, 914-(21*4)=830=0.00 crit.) Each ability has a scaling factor, eg 1/4 of the power gets converted to (tooltip) damage. This does not take enemy toughness into account. Also, don't forget to have some toughness/vitality of your own, so as not to explode when a mob glances in your direction. For crit damage, 1% = 0.01, Attack = Weapon Damage + Power
It's also much easier to work with crit chance than with precision in some cases, especially since some abilities give crit chance (eg elementalist signet of fire gives 5% crit chance.)
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
Gradient = < (2 * Crit Damage * (Precision - 830) + Precision + 3370) / 4200, (2 * Crit Damage + 1) * WDP / 4200, (Precision - 830) * WDP / 2100 >
Plug in your Weapon Damage * Power, Precision, and Crit damage to the vector, and the numbers output give the ratios to attempt to increase each of the three. eg: If I have 1111 weapon damage, 2133 power, 1727 Precision, and 0.57 (57 in game) crit damage, WDP = 2,369,736 Gradient = <1.46, 1208, 10122> Normalizing with respect to WDP: <1, 830, 6950> So I want Power:Precision:Crit Damage in about 1:830:7000 ratio. Since gear doesn't come in those ratios I should get as much crit damage as possible, checking how the values change as I change gear, and without forgetting defensive stats.
For most values, crit damage is vastly more valuable than the other damage stats. This means that Berserker's and Valkyrie gear will probably tend to be the best overall. Valkyrie because the longer you live the more attacks you can apply, Berserker's for glass cannon.
Conditions don't crit, and don't benefit from power. They're essentially totally separate. Since they currently only stack to 25 (total, not per person) they seem like a trap to me, at least when it comes to events.
TL;DR: Berserker's or Valkyrie is the way to go for non-pvp DPS.
» Edited on: 2012-09-29 18:17:57