So, what is better? Critical damage, critical chance, or offense? Actually, what is offense? I find it’s one of the least understood stats in SWGoH, but is just as important as any other.
Offense, put simply, is multiplied by one or more modifiers to determine a character’s Special and Physical Damage. Because of these modifiers, which appear to be different for each character, it’s not a straight 1 offense for 1 damage ratio; my own testing has shown you’re likely to gain less damage than expected, rather than more. So you can’t accurately work out how much your damage will change without putting the mod on and checking, but that’s okay, let the game do the work for you.
So, now we know what offense does, but what about the damage stats? On the surface, they’re simple – the higher your damage stat, the more damage you do. This is your base damage, before any crit damage, bonus damage, move multipliers (which we’ll talk about in another article), etc. So an increase to offense, without decreasing any offensive stats, is an increase to every bit of damage you do.
But, how do we know if offense is better than crit chance or crit damage? Allow me to introduce you to what I like to call “Average Damage Per Hit,” or ADPH for short. Sounds fancy, I know. The three stats are intertwined – more offense/damage means you get more out of critical damage (glossary of SWGoH acronyms & abbreviations), and the more you get out of CD, the more ADPH you gain from critical chance. Basically, having more of one makes the other two more valuable. The best way to maximize your damage is to find the right balance between the three, and the only way to do that is crunching the numbers.
To get our ADPH, we can use the formula “Damage*((Crit Chance*(Crit Damage-1))+1)”. If we plug some generic numbers into it – 2000 damage, 50% crit chance, and 180% crit damage, we get “2000*((0.5*(1.8-1))+1)”. Once we break it down into steps, it’s not as complicated at it looks. Using the algebraic order of operations, we start with the brackets nested the deepest; “(Crit Damage-1)”, or, in our example, “(1.8-1)”, giving us “(0.8)”. Next step will be “(0.5*0.8)”, which is “(0.4)”, and is our average crit damage bonus. At this point, our formula looks more like “2000*(0.4+1)”, so we do our last set of brackets, giving us “(1.4)”, which is the average crit multiplier, and now we finish with “2000*1.4”, showing us that our Average Damage Per Hit is “2800”. The last step is use the formula to compare different sets of numbers. For example, if we boost our damage to 2200, but lower our crit chance to 45%, while maintaining 180% crit damage, our ADPH comes to 2992, so we gain damage overall, even though we don’t crit as often.
One thing I haven’t touched on is bonus effects, like Droids gaining 50% TM whenever they crit from HK-47’s leader ability. To factor this in, we basically use the same peice of formula we used to find our average crit bonus – “(Crit Chance*TM)”, so “(0.5*0.5)=0.25”, so we average 25% TM gained each hit, which, over the course of the battle, will directly translate to a 25% damage increase, so we can add 1 to the 0.25, to express it as a multiplier, and multiply our ADPH by it.
So there we have it! You now have everything you need to work out whether that 3% crit chance or that +77 offense is going to increase your damage more. If you want to streamline this process, I highly suggest using a spreadsheet as a calculator. Here is an example.
PsychoPoet – Guest Writer