Originally Posted by sp00n
However, reducing the dodge rate for special attacks also increases the crit rate for such attacks, as those are on a two roll system.
Assuming a 6% dodge rate, your crit rate is reduced by crit rate*0.06. Reducing your chance to be dodged by 2.5% nets an increase of crit rate*0.025.
For 60% crit (combat dagger) this would be 1.5% more crits, for 30% an increase of 0.75%.
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Well, your crit rate as a function of total specials launched will be higher, but your crit rate in terms of specials that actually hit (which is in some ways more relevant) remains the same. The way I prefer to look at it is that having specials that miss/are dodged effectively increases the energy cost to perform the attack; when a SS is dodged, you immediately perform another one, which effectively makes that SS hit cost 48 energy instead of 40. At the moment, since dodge rate is ~5%, this means that the average SS costs about 40+.8*.05 = 40.4 energy. Eliminating the dodge chance will reduce this to an even 40 energy, effectively reducing the energy cost by 1% or so, and allowing 1% more SS hits in the same amount of time. Crunching the numbers through with a modified version of the Rogue Gear Spreadsheet, one finds that the benefit of reduced SS cost makes Expertise about 10% stronger point-for-point than hit rating.