Quote Originally Posted by noneo View Post
One thing I think may be incorrect is how you calculated your Crit.
The math in the guide is correct. There is a lot to address here, though, so I'll go one step at a time.

Quote Originally Posted by noneo View Post
Crit is dependent on the armor of a mob. So if a mob has 50 armor and your average equipped damage is 55.5 (your effective damage will be 5.5 damage to a mob), your crit will only be 5.5*1.33 = 7.315 damage.
This is a PL armor comparison. It assumes damage, including critical hit damage, is reduced by armor at a 1:1 ratio; the guide assumes crit damage is not reduced by armor. If you know for a fact one way or another, please let me know. I have found that a straight PL armor comparison does not work for SL.

Quote Originally Posted by noneo View Post
Also, these crit hits, along with your normal hits) will only land your hit% of the time, 3 times, i.e. .78*3 = 2.55 times of crit landing per 100 attempts.
This is correct. For the reasons explained earlier, however, I chose not to calculate partial critical hits. There is no functional difference.

Quote Originally Posted by noneo View Post
And with your crit implant: ((1.33*55.5*6)+(97*55.5)).78 = 4544.58 Which is over 100 points different.
Please double-check this equation. It appears to figure 97 attacks and 6 critical hits, which is 103 attacks. Correctly calculating 94 attacks and 6 criticals is in-line with the guide.

Quote Originally Posted by noneo View Post
Additionally, you have to take into consideration enemy armor and dodge. Boss armor is very high it seems in this game, and many people (when fighting guardian) only land hits from 2 - 8 damage even with crits landing. So this is going to drastically reduce the differences in the “real world” environment.
I would like to do that, but it is not possible. We don't know the boss stat values and we only know a little about the ratio at which armor reduces damage.

Quote Originally Posted by noneo View Post
Another thing you must consider is the scenario of which you are fighting. If you are in group mob combat, the more important factor is going to be your base skill damage,... Whereas with a boss, you want more DPS and may want to have a bit more crit so you can chip away at the boss faster.

Honestly, the skill damage for an Engineer is what really matters most. With the increase in base damage, there is a direct translation to an increase in both skill heals and damage....
Excellent points to consider when choosing an implant.

Quote Originally Posted by noneo View Post
Another point is that (in the future) characters will begin to get higher amounts of base hit%, and using past experience with Pocket Legends, hit% is capped at around 85% or so. So if you have 150 hit%, you will still only hit a max of 85% of the time. And as you can see in the diagram, Hit% is the first step in the game engine deciding whether you landed a hit or not.
If only we knew whether there was a hit cap, and if so, at what rate....

Thanks for your post!