Increased damage (%) vs Critical Strike Multiplier

At what point does Crit mult becomes much more relevant than increased damage stats ?
As a general rule most builds & players goes for crit mult affix any time its possible.
And I know the more increased damage you already have the result of adding more % is diminishing. And given that we have multiple sources of increased damage, going for crit mult is an effective way to gain more damage.

But doing a quick math here,
lets say my char have 500% increased damage (from all sources) and base damage of 100.
And it has standard 200% crit multp. So my normal hit has 600 damage and my critical hit has 1200 damage.

If I have perfect tier 5 crit mult from weapon, its more 44% crit mult.
So it would be 600 damage * 244% = 1464 damage for crit hit, right ?

but If I go to spell damage, perfect tier 5 weapon affix, it would be 105% more damage, so now we have 605% increased damage, meaning normal hit = 705 damage and critical hit = 1410 damage

We could say that when a player has already around 500% increased damage its the point where its better to get crit mult instead of increased damage ?

The numbers you presented are leaving out one very important Stat.
Your crit chance. Crit multi is less valuable the lower your crit chance is.

You should not really bother with crit multi until you have enough %Inc damage and crit chance

I personally always aim for 600-800% Inc. damage for my main dmg type.
Crit Multiplier is indeed very much taken on every slot possible, once you have the base damage and crit chance.

Crit Multi is just generally speaking a much rarer stat that has less sources.

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yep, I should have mentioned considering its an ideal situation where we always have critical hit. Its another huge factor we have to balance, getting increased critical chance.

but Im wondering if Im doing the math correctly, comparing just these 2 , crit mult vs increased damage

Also, to muddle things up, your math isnā€™t correct, though itā€™s a very common mistake to make. If you have 500% increased damage, for 100 base damage, you actually deal 600 with your normal hit.
Look at it this way:
With 0% increased damage you just deal your normal hit of 100.
With 100% inc damage you deal x2 for 200.
200% inc deals x3 for 300, etc
So 500% is actually x6.

For the crit mult, thatā€™s another story. Depends on how it was implemented. If it was implemented so that when you crit you deal 200% OF your base dmg (after increases) then itā€™s x2, but if when you crit you deal 200% MORE base dmg than itā€™s x3.
It should reasonably easy to test and someone probably already did and knows the answer.

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oh no man, I always make this mistake, thanks for pointing it out :dizzy_face: :sweat_smile:
everytime I go to the damage calculations I forget this important rule

I edited the original post to what I think its the correct numbers now.

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everything that gives More Damage (instead of increased % damage) this damage is applied after the calculation damage * increased damage * crit multp ? (considering a succesfull critical hit)

Your actual formula to calculate increases would be:
-For increased damage: new increased damage multiplier/total increased damage multiplier. With your example it would be 1.05/6=0.175. So compared to your previous damage it would increase by 17.5%
-For crit multi (Iā€™m going to assume the more common option in games that 200% equals x3): (new crit mult/total crit mult) * crit chance. With your example it would be (0.44/3)*crit chance, so 0.14(6)*crit chance. With a 100% crit chance it would be a 14.(6)% increase, so lower than the first option.
-If crit multi 200% equal x2 it would be 0.22 * crit chance, meaning youā€™d get better damage increase from 80% chance upwards.

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That would depend on how the devs applied it. The most common formula in games is:
(total sources of flat damage)(increased damage)(crit multi)

Using the analogy that became very common with D4: they usually use ā€œbucketsā€. You have the flat damage bucket, the increased damage bucket and the crit bucket. All sources of damage go inside one of the buckets. Each bucket adds all the bonuses inside of it. Then each bucket multiplies with each other.

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reading all things again, now I become curious about this, could anyone tell me what formula Last epoch follows ?
I have to review all my personal calculations :joy:

forgetting all the other stats, and considering a succesfull critical hit.
my normal hit is 100 flat damage (base damage).
my critical hit would be 300 flat damage ?? (considering the standard base critical strike multiplier, 200%).

As I said, it shouldnā€™t be hard to test and probably someone already did. Just go to the dummies in the arena and hit them until you get crits and compare the increase with your crit multi. Once you get a few going it should be easy to find out if itā€™s x2 or x3, unless you have a very high multiplier, in which case the increase would be less noticeable (for example between x5 and x6) due to the randomness of hits.

Base Crit Multiplier is 200% of a non-critical strike.

So with 100 damage your crit would be 200 damage.

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So that means that 44% to crit multiplier is actually the second crit calculation I did. So a T5 crit (using those numbers) is better than a T5 inc damage if you have at least 80% crit chance.

The order doesnā€™t matter because of commutation.

Not in LE. In LE, the crit multi % is a direct multiplier, so 200% = x2, not x3 (which is how every other multiplier in the game works).

It also depends how much the total % increased damage youā€™re adding the new % increased damage affix to is.

This kind of question has been asked many times (& answered by myself many times), the answer is that it depends on the details of the scenario.

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Well, in normal cases, yes. But there are games (usually idle or incremental games) that use more complicated formulas. A simple example would be some global multiplier, like ā€œincreased total damageā€ that would apply after the rest of the damage is calculated. I donā€™t think LE has one, but in that case it would be something like (flatincreasedcrit)*total, and in that case the order would matter.

Which is why I said ā€œusing those numbersā€ :wink:

Ok, you give me an example of one of those games & weā€™ll see if it breaks one of the fundamental principles of maths. 'Cause Iā€™m no mathematician, but Iā€™d be shocked if the order of ā€œ(flat x increased x crit) x totalā€ mattered.

What I meant is that in LE, right now, you can do flatinccrit or critflatinc, etc and theyā€™re all the same. If you use a total you can do (flatinccrit)total, but you canā€™t do flattotalcritinc. Thatā€™s all I meant. When you introduce these types of multipliers, you first need to calculate one part before you can move on to the next.
Itā€™s still basic math, but you canā€™t ignore the order in which you calculate things anymore.

I roll like this (assuming a crit build ofc)ā€¦ Crit Multi on every item that can take Crit Multi.

Why?

  1. Much rarer stat than other damage increases, so take it where you can.
  2. Getting 100% crit (or very close) is pretty easy for most builds (that I have pushed).

Nope, unless Iā€™m completely misunderstanding what youā€™re saying, the order in which you do the multiplications does not matter, you still get the same result.

(flat x increased x crit) x total

Is the same as

(flat x increased x crit x total)

Is the same as

flat x (increased x crit) x total

And any other order. Try the maths yourself. For example, if you had 100 flat, 25% increased, x2 crit multi & 20% ā€œincreased total damageā€, youā€™ll get an outcome of 300.

Your ā€œincreased total damageā€ sounds like what we would call a more modifier in LE/PoE (at least, if thereā€™s only 1 of them, it could be handled differently if itā€™s a single stat that is just summed up then applied rather than every single instance applied separately like more modifiers are in LE/PoE).

Yeah, Iā€™m not explaining myself correctly on what I mean. Not sure if itā€™s the english or math part or both that Iā€™m not putting across. Probably both, but Iā€™m tired and english is second language, even though I usually have no issues with it.

I meant something which Iā€™m forgetting how to represent in math but which be something like:
-Every source of damage gets the bonus. So what I meant, incorrectly, from:
(flat x inc x crit) x total would translate into (flat x total) x (inc x total) x (crit x total)

Looking at what I first wrote, itā€™s obvious now that itā€™s the same. But what I meant is what I corrected above. Some games, mostly idles/incrementals, use stuff like that to get over walls.

EDIT: replaced the asterisks with x so the forum doesnā€™t format things.

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Yeah, itā€™s fine, I had a work Christmas party last night and am noteably slower this afternoon. I also couldnā€™t do this in a foreign language.

What youā€™ve described is simply another modifier pool (like how speed is also a separate modifier pool so is multiplicative to everything else, just like total increased damage, crit multi, separate more modifiers, etc).