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how much differences between normal and critical damage ?

how much differences between normal and critical damage ?

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Aug 8, 2019, 03:3108/08/19
03/16/19
272

how much differences between normal and critical damage ?

What is the best artifact setup to maximize damage output ? atk+50%, critical rate+50% or critical damage+60% ? atk+50% boost all damage output in general right ? i means if your attack high then both your normal and critical damage also high is that correct ? 


How we can calculate critical damage ? for example if normal attack deal 10000 damage, how critical attack damage will be ?


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Aug 8, 2019, 14:3308/08/19
04/12/19
215

look at your champion crit dmg stat - this is extra damage on top of normal hit (+50% bare stat +X from gear this champ is wearing +X from hall upgrade)


crit rate is how often will you crit (chances of single attack to be crit)

crit dmg is how hard that crit would be


in short:

get to 100% crit rate and about 150% total crit dmg and as high bare attack as you can for maxed dmg

Aug 8, 2019, 14:5708/08/19
02/22/19
383
ksthecr0w said:

look at your champion crit dmg stat - this is extra damage on top of normal hit (+50% bare stat +X from gear this champ is wearing +X from hall upgrade)


crit rate is how often will you crit (chances of single attack to be crit)

crit dmg is how hard that crit would be


in short:

get to 100% crit rate and about 150% total crit dmg and as high bare attack as you can for maxed dmg

And then hope that he/she's fast enough to get a hit out, since he/she won't have any HP to suck up hits before he/she drops :D
Aug 8, 2019, 16:0108/08/19
03/16/19
272

ksthecr0w said:


look at your champion crit dmg stat - this is extra damage on top of normal hit (+50% bare stat +X from gear this champ is wearing +X from hall upgrade)


crit rate is how often will you crit (chances of single attack to be crit)

crit dmg is how hard that crit would be


in short:

get to 100% crit rate and about 150% total crit dmg and as high bare attack as you can for maxed dmg

Why not focused on attack +150% ? is the damage boost from attack stats not linear ? 


Aug 8, 2019, 16:0508/08/19
03/16/19
272
MadCo0kie said:

ksthecr0w said:

look at your champion crit dmg stat - this is extra damage on top of normal hit (+50% bare stat +X from gear this champ is wearing +X from hall upgrade)


crit rate is how often will you crit (chances of single attack to be crit)

crit dmg is how hard that crit would be


in short:

get to 100% crit rate and about 150% total crit dmg and as high bare attack as you can for maxed dmg

And then hope that he/she's fast enough to get a hit out, since he/she won't have any HP to suck up hits before he/she drops :D
Well you're right. But with super high damage he/she can farming very fast on brutal. And for arena we can combined it with buff skills likes unkillable or block damage.  
Aug 9, 2019, 08:1708/09/19
04/12/19
215

MadCo0kie said:

And then hope that he/she's fast enough to get a hit out, since he/she won't have any HP to suck up hits before he/she drops :D

That was not OPs question:



ELVIRAZ said:

What is the best artifact setup to maximize damage output ? atk+50%, critical rate+50% or critical damage+60% ? atk+50% boost all damage output in general right ?

There is nothing here about survival - plain 'how to hit the hardest'

Aug 9, 2019, 12:4608/09/19
Aug 9, 2019, 12:48(edited)
02/22/19
383

ksthecr0w said:


MadCo0kie said:

And then hope that he/she's fast enough to get a hit out, since he/she won't have any HP to suck up hits before he/she drops :D

That was not OPs question:



ELVIRAZ said:

What is the best artifact setup to maximize damage output ? atk+50%, critical rate+50% or critical damage+60% ? atk+50% boost all damage output in general right ?

There is nothing here about survival - plain 'how to hit the hardest'

I do know how to read, but thanks for the reminder. And yes, speed doesn't boost damage output directly, but it does help getting the damage out in the first place ;)


Plus, it definitely depends on the hero you are using, as not everyone's attacks are scaling off of atk.
Aug 9, 2019, 15:0308/09/19
04/12/19
215

all true.

current meta is mostly 'whoever hits first - wins' so speed plays big role in damage. Applied damage no matter how small is always bigger than not applied at all due to champion dying before first move ;p


There are some setups with DEF heavy team (Roshcard + ....) but those are quite rare and still require mass speed for initial survival buffs to be applied.


a bit of simplified statement but not too far from reality:

to win in arena you must be faster than opponent

Aug 10, 2019, 05:2708/10/19
03/16/19
272
ksthecr0w said:

all true.

current meta is mostly 'whoever hits first - wins' so speed plays big role in damage. Applied damage no matter how small is always bigger than not applied at all due to champion dying before first move ;p


There are some setups with DEF heavy team (Roshcard + ....) but those are quite rare and still require mass speed for initial survival buffs to be applied.


a bit of simplified statement but not too far from reality:

to win in arena you must be faster than opponent

On arena we need a combination between speed boost and strong attack + buff/debuff. With powerful attack and affinity advantage kill at least 1-2 champion on first round. Kill them before they can cast strong buff / dangerous debuff. I used this strategy with Seeker + Royal Hunstman. Seeker as a turn and attack booster. Royal Hunstman ascended skill ignored 100% defense - even lv 60 champion can be killed with one strike.
Aug 10, 2019, 09:0708/10/19
02/14/19
395

To finally unswer your question. 


If your attack is 100

Your crit dmg is 110 - you will do 110 if the hit is crit, otherwise 100


Thus if your crit rate isnt high enough dont bother with crit dmg. Not to mention that this also gets affected by affinity. 
Aug 10, 2019, 18:1908/10/19
05/04/19
3
glizdazla said:

To finally unswer your question. 


If your attack is 100

Your crit dmg is 110 - you will do 110 if the hit is crit, otherwise 100


Thus if your crit rate isnt high enough dont bother with crit dmg. Not to mention that this also gets affected by affinity. 
That isn't correct at all. Crit damage on all characters is around +50% baseline. Look at the character stats page under crit damage, it should say 50%. So in your scenario if a regular hit would do 100 damage, the crit would do 150 damage. If it worked as you described it would be pointless to think of crit builds.
Aug 11, 2019, 02:0108/11/19
02/14/19
395

Spruit said:


glizdazla said:


To finally unswer your question. 


If your attack is 100

Your crit dmg is 110 - you will do 110 if the hit is crit, otherwise 100


Thus if your crit rate isnt high enough dont bother with crit dmg. Not to mention that this also gets affected by affinity. 
That isn't correct at all. Crit damage on all characters is around +50% baseline. Look at the character stats page under crit damage, it should say 50%. So in your scenario if a regular hit would do 100 damage, the crit would do 150 damage. If it worked as you described it would be pointless to think of crit builds.

Why is that? Thats exactly how this works. 


100 base attk

110 crit dmg = 100+110=210 


100 base attk

50 crit dmg = 150 


If you have 4k attk and 150 crit dmg =10k


Explain me your logic. 

Aug 11, 2019, 10:5608/11/19
03/16/19
272
glizdazla said:

To finally unswer your question. 


If your attack is 100

Your crit dmg is 110 - you will do 110 if the hit is crit, otherwise 100


Thus if your crit rate isnt high enough dont bother with crit dmg. Not to mention that this also gets affected by affinity. 
Okay. What about base attack status ? example if base attack 100 = damage 100. How much damage will be if my attack 200 ? 
Aug 11, 2019, 13:2608/11/19
02/14/19
395

Elviraz said:


glizdazla said:


To finally unswer your question. 


If your attack is 100

Your crit dmg is 110 - you will do 110 if the hit is crit, otherwise 100


Thus if your crit rate isnt high enough dont bother with crit dmg. Not to mention that this also gets affected by affinity. 
Okay. What about base attack status ? example if base attack 100 = damage 100. How much damage will be if my attack 200 ? 

You need to give me two values attack and crit dmg. You just gave me two different attk values. 

100 attk =100

200 attk =200


Keep in mind thay there are additional stats that are invloved here like crit rate (a chance to do critical attk)  and your opponents defense. 

Whatever attk you have just multiple it by your crit dmg in the following way. 


2300 attk

Crit dmg under 100. eg.  80%

2300 +(2300x0.8)=4140

Crit dmg over 100. eg. 140%

2300 + (2300x1.4)=5520

Crit dmg 250%

2300+2300x2.5=2300+5750=8080

As you see the difference is not big in the example above, but once you have attk over 5k and decent speed it makes a dent. 

5k attxk

5k+4k=9k at 80%

5k+7k=11k at 140%

5k+12.5k=17.5k at 250%


Aug 11, 2019, 17:4008/11/19
03/16/19
272

@glizdazla so damage boost from base attack status is linear ? example if my champion equipped chestplate atk+50% AND boots atk+50% then the damage will be 2x times. 



Now the possibility setup is likes this :

+60% critical damage from gloves

+33% critical damage from amulet

+50% attack from chestplate and boots

100% critical rate



alternate choices :

+50% attack from gloves, chestplate and boots

+33% critical damage from amulet

100% critical rate



Depend on what artifact you have. 

Aug 13, 2019, 08:2208/13/19
Aug 13, 2019, 08:36(edited)
05/13/19
2352

I have a different interpretation of how the damage is calculated.

I think you have to reach certain milestones in order for your damage to amplify.


The game showed a video demonstrating how much defense a person needs to reduce incoming damage.

I believe the same calculation’s are used for Attack to amplify incoming damage.


I believe the following rough estimations:

290 Attack = 15% Damage amplified

655 Attack = 30% Damage amplified 

1,500 Attack = 45% Damage amplified 

3,200 Attack = 60% Damage amplified 

7,000 Attack = 75% Damage amplified 


I believe the above amounts are the different milestones you need to reach in order to get a better Damage amplifier.

This is only the Damage amplifier for your Regular Hit.


I believe Artifact & Buffs play a rule in reaching the above amounts.


I believe Artifacts are based off your base stats.

I believe Buffs are based off your total stats.


Chest Plate with 50% Atk, I think it adds an extra 50% of your Base Attack Stats onto your current stats.

Increase 50% Attack Buff, I think it adds an extra 50% of your Total Attack Stats onto your current stats.


Let me give you example:

Let’s say you have 3,400 Attack on your hero.

You use a hero like SpiritHost to buff your Attack by 50% in fight.

I believe your total Attack will be 3,400 + (3,400 x 50%)  =  5,100 Attack

Your regular hit would then fall under the 60% Damage Amplifier Bracket.



Let’s say you have 5,000 Attack on your hero.

You use a hero like SpiritHost to buff your Attack by 50% in fight.

I believe your total Attack will be 5,000 + (5,000 x 50%) = 7,500 Attack

Your regular hit would then fall under the 75% Damage Amplifier Bracket.




So now the question is how does Crit Rate & Crit Damage come into the mix?

The best way I can try and explain it is with an example.


Let’s say you have 4,000 Attack on your hero.

You use a hero like SpiritHost to buff your Attack by 50% in fight.

I believe your total Attack will be 4,000 + (4,000 x 50%) = 6,000 Attack

Your regular hit would then fall under the 60% Damage Amplifier Bracket.

But do you notice a problem?


The person who had 3,400 Attack is in same Damage Bracket as you.

You have 600 more Attack, but it isn’t amounting to much.

This is where I think Crit Damage come into the mix.


You could potentially sacrifice Attack for more Crit Damage!

I believe the Crit Damage is an added multiplier to your Damage Amplifying Bracket.


Let’s say you have 3,200 Attack on your hero.

You use a hero like SpiritHost to buff your Attack by 50% in fight.

I believe your total Attack will be 3,200 + (3,200 x 50%) = 4,800 Attack

Your Regular hit would then fall under the 60% Damage Amplifier Bracket.


You have 100% Crit Rate which triggers a Critical Hit

You have 100% Crit Damage.


Your new Effective Damage is 160% (60% Damage Amplified Bracket + 100% Critical Damage)




Just to give you Parallel so you can see what I mean.

  • Player A = 3,400 Attack - No Crit Rate - No Crit Damage 

Damage Amplifier is 60%

  • Player B = 4,000 Attack - No Crit Rate - No Crit Damage 

Damage Amplified is 60%

  • Player C Sacrificed 800 Attack for Crit = 3,200 Attack - 100% Crit Rate - 100% Crit Damage 

Damage Amplifier is 60% + 100% Crit Damage = 160% Effective Damage.


I would think player C would do most damage.



Can I prove any of this is happening? No

It could be completely & utterly wrong.

I have no way of ever knowing.

The only way we will ever truly know is if the game decides to share the formula’s with the Community.

Aug 13, 2019, 13:1608/13/19
02/22/19
383
Player J said:

The only way we will ever truly know is if the game decides to share the formula’s with the Community.

Or if ppl run tests on this in campaign
Aug 14, 2019, 18:3308/14/19
Aug 14, 2019, 18:44(edited)
05/13/19
2352

MadCo0kie said:


Player J said:


The only way we will ever truly know is if the game decides to share the formula’s with the Community.
Or if ppl run tests on this in campaign

To many variables.

Most of what I said is based on my own runs in the game.

I can’t prove anything concrete.


In addition, I think the information I shared isn’t even close to the true formula.

The game has Damage Multiplier’s on each hero which are different.

Players can increase the Damage Multiplier by using Tomes to level up a hero skill ——> I.E  Damage +5% <—-which is multiplied

I don’t know were that comes into play.


It would have to get multiplied onto a Base Damage Multiplier.

The Base Damage Multiplier will have to effect: Weak hits, Normal hits, Strong hits, & Critical hits.

Aug 15, 2019, 09:0208/15/19
02/22/19
383

Player J said:


To many variables.

Don't think so.

E.g. test on normal kaerok castle lvl 7 round 3 (boss) - since this is only 1 enemy, you'll easily be able to figure out the differences. Even if champions do have different multipliers, the overall trend should be discernable.

Apr 18, 2020, 09:3404/18/20
10/04/19
15

Player J said:


I have a different interpretation of how the damage is calculated.

I think you have to reach certain milestones in order for your damage to amplify.

So by "milestones" you mean that is there is no difference in champ dmg whether they have 3400atk or 6000atk, because they're above 3200 but below 7200? Or are you implying a graduating integer-scale system? Cuz I can tell you that if your answer is the first one, then that is absolutely false. 

I literally just tested it (though I didn't need to) and got radically higher dmg numbers on my Queen Eva having 5,000atk, rather than 4,000atk, both of which would've fallen into your "60% dmg multiplier" bracket. Though even still the testing was unnecessary, as those ranges are so broad as to be comical 

¯\_( ͡° ͜ʖ ͡°)_/¯

Apr 18, 2020, 21:2404/18/20
Apr 18, 2020, 21:37(edited)
05/13/19
2352

J.Swan said:


So by "milestones" you mean that is there is no difference in champ dmg whether they have 3400atk or 6000atk, because they're above 3200 but below 7200? Or are you implying a graduating integer-scale system? Cuz I can tell you that if your answer is the first one, then that is absolutely false. 

I literally just tested it (though I didn't need to) and got radically higher dmg numbers on my Queen Eva having 5,000atk, rather than 4,000atk, both of which would've fallen into your "60% dmg multiplier" bracket. Though even still the testing was unnecessary, as those ranges are so broad as to be comical 

¯\_( ͡° ͜ʖ ͡°)_/¯


That isn't what I am saying at all.

I wrote a long post - It got deleted.

I'm not writing it all again.


All I will say is:

Think about what I am saying in terms of Gear Options.


Lets say it is all 3 Star gear:

Option 1 - ATK % Gloves + ATK % Chest                         Option 2 - C.DMG Gloves + ATK % Chest

Option 3 - HP % Gloves + ATK % Chest                           Option 4 - C.RATE Gloves + ATK % Chest


Think of it as a bracket or milestone

Than think about what would happen if the player started adding in 4 - 5 - 6 Star Pieces of Gear.


For Example:

4 Star ATK % Gloves + 3 Star ATK % Chest 


How does it compare to the previous set ups which only used 3 star across board.


Hopefully, you will begin to understand what I am saying.

If you don't understand, Blame the forum.


I wrote it all out so you can understand.

The forum froze - Than refreshed itself - Deleting everything I said before I could even post it.

Garbage forum - No Auto save option.