A damage formula has been published on the forums and on Game banshee and the author attempts to compare the benefits of a +10% damage mod versus a +50% cd mod with similar feed costs for a hi crit build but stuffs up the maths and wrongly concludes the +damage mod is better.
I will try to correct his error while using numbers similar to his example.
CC is capped at 95% but for simplicity here it is treated as being 100%.
CD is 1200%.
The damage formula he uses is-
Base Damage * Rate of Fire * (1 + Elemental Damage) * [1 + Damage Multiplier + Critical Chance*Critical Damage Bonus] * (1 + Rate of Fire Bonus)
For this comparison only the factor [1 + Damage Multiplier + Critical Chance*Critical Damage Bonus] needs to be considered and this reduces to
1 + damage multiplier + 1 * cd = 1 + damage multiplier + 12
If you add a +10% damage mod this becomes 1.1 + 12 = 13.1
If you add a +50% cd mod instead this becomes 1 + 12.5 = 13.5
The +cd mod is far better but note that the increases are less than 1% and 5% respectively.
Roughly 90% of the damage is coming from crits in either case.
Note that this comparison has ignored + elemental damage mods, that is another story.
Another example, a level 50/Rank ? engi who is starting to get some base cc = 10% and has 150 accuracy points giving 300% cd.
The factor is now 1 + damage increase + 0.1 * 3 = 1 + damage increase + 0.3.
Now a +10% damage mod gives 1.1 + 0.3 = 1.4
While a +50% cd mod gives 1 + 0.35 = 1.35 (crits are not yet better)
This is close to the point where the damage added from crits will start to outweigh damage that can be added by + damage mods, assuming efforts are made to supplement base character crits with weapon, armor and mod crits.
Its the number cc * cd that matters, get this over 1 and crits start dominating the damage output.
Example cc = 20% and cd = 500% gives 0.2 * 5 = 1.
At this point crits are doing half of all damage, doubling the damage if you like.
Yes, we like
