NOTpopejubal wrote on Mar 18
th, 2014 at 1:16pm:
Are the numbers you're using factoring in the expanded crit range? You're only listing one line of damage for each, so I think that's where the confusion is coming in. If you're using a damage calculator that factors in the crit range already, then that makes sense, but if you're looking at just the base damage for a regular (not critical) hit, then those numbers aren't as meaningful.
Mostly, I guess I'm asking where the calculated numbers you're using are coming from.
I'm absolutely taking the expanded crit range into account.
Here's the detailed version:
Pinion: 25.5base (avg base dice plus wep enh)+100dmgmod (total dmg mod BEYOND wep enh)+76.2avgdmg above base from critsw10seeker([((base+dmgmod+seeker)*3)-base)
*.2]+11.5sonic=213.2 avg basic dmg per hit
This is where expanded crit comes into play. For pinion you crit 20% of the time. For wyrm you crit 10% of the time. So, for wyrm that number is .1EDIT: as a matter of fact, you don't WANT most of your dmg to come from crits if you have a choice because it's more sensitive to fortification. In this case, Wyrm only gets better compared to pinion as you add fort of mosters (undead, constructs, bosses, etc..)