Crit Stat Balance Sheet
The balance figure is the number to carry. Buy whichever stat is ahead until you reach it, then look again.
BFCBrilliance · bfcbrilliance.com/tools/crit-chance-vs-crit-damage-calculator
The arithmetic
- Damage multiplier
- 1 + chance x crit damage bonus
- Value of a chance point
- = your crit DAMAGE
- Value of a crit damage point
- = your crit CHANCE
- They balance when
- chance x dmg/point = dmg x chance/point
- Balance crit damage
- chance x (dmg per pt ÷ chance per pt)
- Ratio above 1
- buy CHANCE
- Ratio below 1
- buy CRIT DAMAGE
- ⚠ Not modelled
- caps and diminishing returns
- ⚠ Crit damage at 0% chance
- is worth nothing
This build
- Game and character
- Date
- Crit chance
- Crit damage bonus
- Chance per point
- Damage per point
- MULTIPLIER NOW
- RATIO
- BALANCE CRIT DAMAGE
- Buying next
Track it as you gear up
| Date | Chance | Crit dmg | Ratio | Bought |
|---|---|---|---|---|
Before committing points
- Per-point rates read off YOUR gear, not assumed
- Crit damage entered as the BONUS, not the total multiplier
- Checked whether your game caps crit chance
- Checked for diminishing returns on either stat
- Balance figure written down, not just the winner
- Non-crit stats considered - they compete for the same points
- Re-checked after a few upgrades - the answer moves
- Set bonuses and conditional crit effects accounted for separately
Each stat is worth what you own of the other
The multiplier is chance times crit damage, so adding chance is worth the crit damage you already have, and adding crit damage is worth the chance you already have. Stack either one and its next point gets weaker while the other's gets stronger. That is why they alternate, and why chasing a single stat is the one strategy that is reliably wrong.
Carry the balance point, not the verdict
'Chance is better' stops being true the moment you act on it. 'Chance is better until crit damage hits 50%' survives ten upgrades and tells you when to reassess. Write the balance figure on your build notes and check against it rather than recalculating every time an item drops.