Pizzashoes wrote:sumail wrote:---
Just do partial derivatives of the damage equation with respect to spell power, crit, and hit.
Not really sure if that would be more accurate are you talking about using the derivatives then multiplying it by the spellpower or crit you want to increase to?
For example lets rewrite this equation as f(x,y,z) = (0.83+z)(A+Bx)(1+y)
where z = hit%/100, x = Spell power, y = crit%/100
so df/dx = B(0.83+z)(1+y) and df/dy = (0.83+z)(A+Bx)
So then you plug in your values ( x = 750, B = 0.814, A = 446.5 z = 0.16), and do df/dx*21 and df/dy*0.02 (21 spell dmg added with Ringos vs 2% crit added with bloodvine)?
When I did this for 20% crit still shows bloodvine is better but at 25% it shows Ringos is better. Anyway I think this is more of an approximation method kinda like Taylor series expansion. Not really sure though my calculus knowledge is really rusty. Also not sure if this is what you had in mind.