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  1. #1
    Unregistered Guest
    Critical Up is at best a 6% damage increase if you have no other crit damage boosts and always crit. Raid bosses are the only battles that can last long enough for it to outpace the turn 1 boost and there's no reason to care about maximizing damage there.

  2. #2

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    Quote Originally Posted by Unregistered View Post
    Critical Up is at best a 6% damage increase if you have no other crit damage boosts and always crit. Raid bosses are the only battles that can last long enough for it to outpace the turn 1 boost and there's no reason to care about maximizing damage there.
    how when crit damage is 1.5 times normal damage and this adds another .1 multiplier?

    it should be the same case as weakness... in fact my team gets 30% +another 10% from the ability.

    even if it's something like the .5 times 1.1, that's still a 5% damage increase without anything else... cause it'd total .55 added to the damage multiplier.

    and then it just gets more potent when weakness can trigger with crit, putting a multiplier on top of another one.


    not sure what exact formula is, but even then, this info you're saying seems off
    Last edited by MagicSpice; 11-07-2018 at 07:55 PM.

  3. #3
    Unregistered Guest
    I've been under the impression that buffs of the same type are added while different ones are multiplied. So it'd be (base) * (atk buffs) * (1-turn atk buffs) * (damage buffs) * (weakness) * (crits) when those last two can stack. The +10% crit would be added to the normal 50% damage bonus.

    1.6(with crit up) divided by 1.5(without) is 1.06 repeating, or a 6% increase relative to no trainability
    1.9 divided by 1.8(with your +30%) is 1.05 repeating

    The higher your crit damage modifier is without the trainability, the smaller the relative improvement it provides. There's also all the non-crits where it provides no benefit whatsoever.

  4. #4

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    I think i'm getting where the 6% comes in. going by what you said, say the original damage is as follows:

    5000 base, atk buffs add 20% (so 1.2), damage buff is 2.2 cause a skill went off, and it did a critical so 1.5

    that's the following:

    5000 * 1.2 * 2.2 * 1.5 this equals 19,800

    but if that crit damage increase is +10%, then it's this:

    5000 * 1.2 * 2.2 * 1.6... this is 21,120

    unless my math or something is off, the end results would be 19,800 without crit damage, and 21,120 with it.

    21,120/19,800 = 1.066666.... which honestly would round up to 6.7% or 7% with a flat number. that sounds about right.

    but i'm not sure why 1-turn is in it's own thing. i might not have noticed anything when i used it cause i thought it was 10% atk just added to the total for a turn (still put it on whaleship though due to trying to deal a lot of damage to the crystal in case a non-crit team appears)
    Last edited by MagicSpice; 11-08-2018 at 03:02 AM.

  5. #5

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    When your team is 75~80% crit, this is a massively useful ability to have on anyone without type advantage.

    Flower Knight Commander | IGN: Ampchan | FKGID: 300316473 | Discord Name: Ampchan
    Total Power: 658K | 41/52 Current Allies | Level 165 | FKG Discord Channel

  6. #6

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    Quote Originally Posted by Ampchan View Post
    When your team is 75~80% crit, this is a massively useful ability to have on anyone without type advantage.
    That, or a fight lasts more than 1 turn like the 600k power concept stages...

    In those cases, you're easily better off with crit/weakness up over the atk up for a turn

    Raid bosses is one thing, but now we're getting content where you can't just one shot things into oblivion

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