To increase your damage by 1% with spellpower you need 6.385 spellpower. So, given a naked mage, 1% crit equals 6.385 spellpower. If your mage has 300 spellpower already then your fireballs hit for 938.5 damage. That means 1% crit is now worth 9.385 spellpower. Celestial Orb - Level 38 - +13 Spell Damage - Part of a mage quest. Can be done at 38 but realistically you're better off doing the Uldaman part at lvl 40 with a friend or guildie. Dreamweave Gloves - Level 40 - +18 Spell Damage - Crafted by a tailor but requires a semi rare drop from lvl 40 elementals in Deadwind Pass. Five talents gives you a ten percent chance that any damage spell that hits (resists are bad, take those + to hit talents) will make your next damage spell free. While for most mage spells this is rather meh, especially for five talents, there's two spells that makes this talent an amazing OMGWTFFACEROLLLULZ talent, Blizzard and AM. Wow classic mage int or spell damage.

Is it pretty much always best to go for Weapon Damage stat instead of Headshot or Crit Damage?
I have an amour that I can either add 6% weapon damage or 9% Crit damage. I'm assuming, if I go for the 6% Weapon damage, even when I land a Crit, I'm only missing out on 3% extra damage? As I'm assuming Crit Damage is just extra damage on top of your base stat damage?
Haven't checked how it calculates the values, but either way, I'm assuming Weapon Damage is almost always to choice unless the difference in values are very wide?

tbh, i think critical dmg runes need a buff.
you need to get over 350 attack damage without anyone damage runes to really see the difference.
the point is crit dmg can be seen as AD per lvl since it works best with a lot of AD.
maximum damage increase with crit dmg runes:
full marks, seals and quints(total 40% crit dmg) give a damage increase of: 15.3% as soon as you have bought your infinity edge.
normal crit dmg: 200% +
lethality 5-10%(5% for ranged, mastery) +
50% from infinity edge.
total: 255-260%
40/255 = 15.7% or 40/260 = 15.4% damage increase on crits (note that the reinforced armor mastery can take away a huge part of this since it is applied after these calculations and thus reduce this amount by about 12%, but this doesnt matter since this is applied to all crits, even the onces without crit dmg runes)
crit dmg cap for ranged champions: 300% (no other passives that increase that on ranged champions)
increased dmg: 17.6%(45/255) more then normal (but you have lost any AD armor or mr from runes so you will see later on that to succesfully use these crit dmg runes you need 400 AD at the least, which simply makes these runes not viable)
crit dmg cap for melee champions: 305% + passive increase (tryndamere)
increased dmg: 17.3%(45/260) more then normal, with tryndamere's passive tho the amount of dmg that is increased on crits gets even lower and thus less usefull.
alright so how does my damage change?
lets say i have 300AD since i want huge crits and i probably need a PD aswell so 300AD is about the max.
300 + 22(full flat AD), 18(flat AD + armor) or 52(full AD per lvl) = 322, 318 or 352 AD
322 * 2.55(ranged) = 821.1 dmg
318 * 2.55(ranged) = 810.9 dmg <- i would recommend to take this since your attacks will be much more deadly in early game, thus allowing you to farm or kill easier.
352 * 2.55(ranged) = 897.6 dmg
300 * 3.00(ranged full crit dmg) = 900 dmg <- i wouldn't recommend this, it just sucks as i show right here below, the glyph's are really inefficient when they are used for crit dmg, the seals are better then AD if you get to 300+ AD.
306.6 * 2.95(when you exchange crit dmg glyphs for AD per lvl) = 904.47
so what we see here is that the total damage increase is about 2 dmg compared to scaling AD and about 78 damage compared to full flat AD, but we still need to take in account that the critchance we have is probably not above 55% (PD + IE) so we are still sacrificing about 45% of that extra damage, making the 78 damage an increase of 43 dmg.
i do not know when the reinforced armor mastery(10% reduced crit dmg) takes place, if it reduces total dmg or the critical dmg the opponent has.
in case 1 you have to further reduce the 43dmg, since 10% of 900 is more then 10% of 810.
note: for gangplank crit dmg runes are more viable since his Q has some base damage and will thus easier get more dmg when having crit dmg runes
conclusion: AD per lvl is more useful as critical dmg runes since it doesn't require you to have any crit chance to gain the bonus effects. AD per lvl doesn't rely on any items, crit dmg does.
if you have seen any flaws in my calculations i would be glad to fix those. any missing parts could be added as well of course.
greetings,
Quimoth

  1. Mar 14, 2018  Curious about when or what you should use as a support bonus in order to maximize your DPS output while using Assault Weapons??? Here is a video showing you the two best Support Bonuses and when.
  2. May 15, 2013  note: for gangplank crit dmg runes are more viable since his Q has some base damage and will thus easier get more dmg when having crit dmg runes conclusion: AD per lvl is more useful as critical dmg runes since it doesn't require you to have any crit chance to gain the bonus effects. AD per lvl doesn't rely on any items, crit dmg does.
  3. You should always have a proper balance between ALL stats, and not only the commonly known 0.1% crit chance for 1% crit hit damage. Try to balance, having for example 5 items with crit chance, 5 with hit damage, 5 with elemental damage, 2-3 with elite dmg and a few with +Skill DMG% (your mainly used skill preferably)!

The Division Critical Hit Damage Vs Headshot Damage

Element vs raw dmg mhw. The only exception is the scoped shot of Widowmaker's Widow's Kiss (including when deflected by Genji): It has a 2.5x modifier meaning a fully charged bodyshot does 120 damage, while a headshot does 300. Not all attacks are capable of hitting headshots. Weapons capable of dealing headshots edit edit source Ashe: The Viper. 1% Critical Chance = 10% Critical Damage. In a perfect world you want to have 10% Critical Damage for every 1% Critical Chance. You will quickly see from the table below that it is not possible to achieve these numbers in-game because Critical Damage is much harder to come by than Critical Chance. Feb 03, 2015  Hi, im new here, i want to ask something I read from wiki, Crit Damage cap is 300% and Reduction Cap is 75% Question, Ex: 1. If I have 300% crit dmg and 100% crit dmg to player, i have 400% crit dmg output to player? If I have 300% crit dmg and 100% crit dmg to player, the enemy have 100% crit dmg Reduction, how many crit dmg output? 200% (because cap is 300)?