Genshin Community, Why do you calculate Crit Value the way you do?
The formula I got is (Critrate x 2) + Critdamage.
The math is simple i get it, my friend started to ramble about needing good "CV" so he explained it to me, but something he doesnt explain, and well, I cannot find anything on, is **why** you calculate it this way.
Instead of using just Pure Critrate + Critdamage? Why double the Critrate, just because you get 1/2 the buff in critrate as oppose to critdamage?
The math is simple i get it, my friend started to ramble about needing good "CV" so he explained it to me, but something he doesnt explain, and well, I cannot find anything on, is **why** you calculate it this way.
Instead of using just Pure Critrate + Critdamage? Why double the Critrate, just because you get 1/2 the buff in critrate as oppose to critdamage?
Commentaires
[A perfect crit damage circlet is 62.2
A perfect crit rate circlet is 31.1](https://genshin-impact.fandom.com/wiki/Artifact/Stats)
The game itself wont double your critrate afaik, so you're calculating for Critical values that are mathematically not achieveable, I want to know if theres a deeper reason for Doubling Critrate, over just "Well just match it to CritDmg"
* CR 10 CD 30
* CR 20 CD 20
* CR 30 CD 10
All three have 40 crit on the surface
But when you factor that the crit rate values take twice as much to get the same number, they become 50, 60, 70
Thats CV of 50%
**Cr 30% Cd 10%**, would yield you THE SAME **3%** extra damage.
thats CV of 70%.
and even funnier, **Cr and Cd of 20%** would yield **4%** extra damage.
at CV of 60%.
Using: Critrate \* Critdamage.
Example:
at 100 damage, with 10 attacks,
Cr10% = 1/10 attacks will be critical, 9/10 will be normal.
with Cd 30% thats - 9x attacks that deal 100 dmg + 1x crit attack that deals 130
adding up to 1030, for 3% extra damage.
Same goes for other stats.
comparing using CV would have me told that 10% critrate with 30% Critdamage is worse, than 30% critrate with 10% crit damage. Even though they provide the same exact benefit when factoring for 0 randomness.
30% critrate with 10% crit damage would only be better because of dishing out more consitent criticals.
The results, from, a 100 row spreadsheet, going from 0-100% in both ways, only skews CV even more as unreliable.
I dont mean to come off as a nerdy math child bastard or anything, but the logic behind CV is just not mathing out for me.
Characters base crit rate and damage affect the calculations you did
Yes you can calculate the actual expected damage across a combo
Crit value is just a simple way to compare artifact stat and sub stat rolls since crit damage's values are two times crit rate's values
Thanks anyway.
That can make crit damage better than rate when you have a good build and trying to minmaxx, that’s also when people usually care about CV
Allas, I don't have the technical experience with Excel, and I already have a system to see which artifact adjacent item is better on mathematical level though.
Once you start factoring in characters own stats and abilities, weapon passives, artifact sets, ownership of elemental reactions, rotation order and length or even ping - it becomes a lot more complicated than just CV, and that would also kinda explain why everyone simplifies the ratios to 1/2 :)
If you give them equal weight, it's hard to tell how good a piece is.
20% CR on a piece is worth more RV than 20% CD. Because it's much harder to get 20% CR than 20% CD.
You answered it yourself, 20CR needs the same amount of rolls as 40CD, so you convert it to CV to be able to compare pieces that have both CR and CD.
I think about it this way: we assume CR and CD are equally important, with CR capped at 100% and CD uncapped, assuming 100% CD is optimal. We can define expected payoff=p(1-p), x=CR and 1-x=CD/2. since CD is double the value of CR. Expected crit bonus ignoring base damage is CR*CD, and substituting CD=2(1-x) into the expected (payoff) bonus is 2x(1-x). Up to a constant factor this function is a concave quadratic with a maximum at 1/2. Expected damage bonus is 0 when x=0 (no crit rate) or x=1 (no crit dmg). CR=1/2 implies CD=1, giving the 1:2 ratio