you still haven’t explained what the correct calculation is. thanks.
as per your example, B can be higher than 1 if plasma have a75% crit damage rate…
furthermore, in that example neithr A nor B were higher than 1 ;\ in the second example they were, to illustrate percentages as increases on 100.
that makes more sense…
but still, you haven’t really explained the significance of the result :\
nor a base damage variable into the equation, or explained why crit chance is being calculated as damage…
Let me cover this.
In programming, you never express a percentage as a percentage; you express it as decimal. 100% = 1.0, 50% = 0.5, and so on.
The way this critical function appears to work, to me at least, is as follows:
Each time you inflict a hit, the appropriate function is called to calculate whether bonus damage is applied, and how much should be applied. Based on what we’ve given, there is an overall 3.5% DPS boost due to critical hits over a given period.
For ease of mathematics, let’s assume we’re dealing with a weapon that deals 300 dps. Let’s plug some numbers in and see what happens:
if a = 7% and b = 50% (we’re using a railgun, clearly), then a*b = 3.5% as proven above. This means that critical hits are boosting our effective damage per second (hereafter ‘edps’) to 310.5.
If this is a charge weapon, then based on the above maths it doesn’t matter how we use it. Assuming all our shots hit, then our overall edps remains 310.5.
I could speculate on what happens if we throw in crit chance / crit damage modifiers, but to do that accurately I’d need to know if they apply before or after all other modifications. ie: is a charge shot calculated by 3(a + bonusCrit) * (b + critDamage)/3, or bonusCrit + 3a * b/3 + critDamage.
The order in which modifiers are applied will have a big impact on their end effectiveness.

