Quote:

Originally Posted by

**ceoofdarkness**
Think of the armor an opponent has as a static reduction. No matter which build you choose, he has the same amount of damage reduction from armor. Thus no matter what you choose he reduces the total by a static amount. With this information in hand, you should choose to increase whichever stat increases your dps by the greatest marginal amount.

You need to know the current levels of your statistics before you can answer this question. Use the same logic as in my above post to compare marginal damage.

(1-CC)+(CC*CD)>Atk(CD-1)?

Plug in the values of interest and you should receive the results of which you should increase. Remind yourself that this is on margin. If the left side is greater, it's better to stack Atk. Using just the approx values of rune levels it seems that:

(1-.2)+(.2*2.5)>25(2.5-1)?

1.3>37.5

It is far better to stack crit chance marginally before you reach the 100% cap. What I would advise you, from having played 300 games though, is that you need to use your judgment as to which stat to increase. Certain games you will be stomping the opposition and can wait to increase your stats in the most effective ways. Other times you will be having difficulty, the opponents are winning, and it may give you the best results to compromise and increase less efficient stats to try and "even" the game up.

All I can tell you is that I definitely notice 20% crit at the start of the game. It is empowering and you crit 1 more out of 5 times. As you begin accumulating more crit chance, you will notice less and less, but in the scheme of things, you will do 20% more damage assuming you only did physical attacks. With a larger sample size, your mean number of crits will average out to the expected value of crits (aka your crit chance). If your crit chance is 20% lower, then as your sample size increases, the probability that you will crit will be 1/5 lower than if you chose the crit chance rune page. This is the central limit theorem.

I am not sure how you derivated your marginal formula, but upon further investigation it is just incorrect. Rather than try to figure out how you went about finding it, I will simply post a counter example. According to your marginal formula, an attack damage of 10 would certainly mean critical hit % would be the preferred rune to use.

I'll start by using a very very basic formula that assumes no critical damage or armor penetration bonuses, and assumes 0 armor on the target.

2 * Attack * CC + Attack * ( 1 - CC ) = DAMAGE OUTPUT

Very basic, but I will explain each part. The portion to the left of the addition is the damage when a critical occurs, and to the right the damage when a critical does not occur, taken at their relative percentage chance of outcome then added to produce the total weighed value. Again, very basic, and I apologize if this is too simple for any readers, but I know not everyone on these boards is a mathematician.

If we take a generic red damage rune, we have +.32 damage. A generic red critical rune is +.93 CC. Let's first calculate what the damage output average is with 10 base attack, then calculate how much the damage output increases with the addition of each type of rune. Since the math here is discrete, there is no reason to differentiate as it's just more trouble than it's worth.

Base 10 attack:

2 * 10 * .2 + 10 * .8 = 12

+ .32 damage rune:

2 * ( Attack + .32 ) * CC + ( Attack + .32 ) ( 1 - CC ) = DAMAGE OUTPUT

=> 2 * Attack * CC + 2 * .32 * CC + Attack ( 1 - CC ) + .32 ( 1 - CC ) = DO

=> 12 + 2 * .32 * .2 + .32 * .8 = DO

=> 12 + .128 + .256 = 12.384 = DO

+ .93 CC rune:

2 * Attack * (.2 + .0093) + Attack ( 1 - ( .2 + .0093 ) ) = DO

=> 2 * Attack * .2 + 2 * Attack * .0093 + Attack ( 1 - .2 ) - Attack ( .0093) = DO

=> 12 + 2 * Attack * .0093 - Attack * .0093 = 12.093

So clearly attack damage has a much more dramatic impact on damage, with critical damage and armor neglected. The question is, at what point is attack damage high enough that a marginal increase of 1 rune, .32 damage, is surpassed by the marginal CC rune chance, .0093. I don't have time to solve this equation at the moment but just for a quick reference point:

100 attack damage = 120 DO

+.32 damage rune w/100 Attack = 120.384 DO

+.0093 CC w/100 Attack = 120.93 DO

So at 100 damage, CC rune is stronger.

50 AD = 60 DO

+.32 w/50 AD = 60.384 DO

+.0093 w/50 AD = 60.465 DO

So at 50 damage, CC rune is stronger but very close.

50 is probably the most relevant point, as most base damages are somewhere around there. So CC is more damage at that point, but as I have pointed out in previous posts, AD serves more than one purpose, as it's also used to more effectively farm. The negligible increase in DO is far outweighed by enhanced farming, in my estimation.