![]() From here, by dividing the 25% gain by the value of 1% of crit chance, 0.75%, we can see that Take Aim+ is equal in DPT to having a 33.333* crit chance. Using Mastered Take Aim, your average Damage Per Turn (DPT) is 25% higher than using unmastered take aim, or regular attacks when ignoring natural crit chance. ![]() However, when we factor in mastered Take Aim, it gets interesting. This means that in order to get an average damage with take aim, you need to work out the mean damage dealt per "Take Aim Cycle", or the damage you deal in the turns between using take aim, and the turn you used Take Aim.Ĭomparing unmastered Take Aim to regular attacks, we can already see that regular attacks do (C * 0.75) average damage than using Take Aim. Take Aim requires you to invest a turn to use it in order to generate critical tokens. Taking this further, we can interpret each 1% of crit chance as a 0.75% increase to your average hit. This means that you can view a critical hit as doing 75% more damage than your average hit. A critical hit deals 150% of your maximum hit. Your average attack hits between 50% and 100% of your "Maximum hit", coming to an average of 75%. To start, it is important to establish some basic rules.įirstly. The following is a mathematical analysis of Take Aim. Is recommended to always use this skills in combination with other DMG skills as the guaranteed Crit will greatly improve your DPS. It generates, (and when mastered) while simultaneously clearing.
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