Part IV of Testing
Critical Damage Bonus (+Crit Potency)
Sorry you'll need to click the link to get the charts and graphs
- Done in collaboration with Seiken Valk
- Credit also given to Miko Neversleeps for Rampage testing and Anzu Mazaki and Katsu Kobashi for gear sets
Copy/Paste Summary of Conclusions
(1) The critical bonus is a straight percentage increase in damage / HP cured. This percentage increase is only affected by "Crit Potency" enhancements, "Crit Resilience" enhancements, and dLVL.
The critical bonus effect follows the same rules regardless of the kind of critical you are attempting to land - whether it is a physical attack, magic attack, or cure spell. Critical resilience is assumed to be the same as negative critical potency; however, this was never formally tested here.
(2) There is a cap on the critical bonus percentage increase at 175%. There is a floor at 115%.
To clarify, there will be a formula presented further down in the conclusions which may predict a critical bonus percentage of greater than 175% or less than 115%. The game will simply cap you at one of these 2 values. The calculated bonus is still important, however, because the + critical potency effects are applied prior to application of the cap and floor.
(3) + Crit Potency enhancement increases the the critical bonus by a fixed increase in %. This fixed bonus decreases as dLVL increases. The enhancement is applied after the bonus floor and cap.
The key here is that the enhancement is applied prior to application of the cap and floor. This means that say you have 108% critical bonus at +0 potency. This is floored to 115%. Now let's say you add a certain amount of potency that brings your critical bonus to 114%. This value is still floored again at 115%, meaning your potency increase actually changed nothing. This is an extremely important concept at higher dLVLs.
(4) The baseline critical bonus (the critical bonus at +0 potency) is affected only by dLVL.
The effect of dLVL on the baseline critical bonus can be summarized graphically by the graph below...
(5) The table below summarizes the baseline critical damage bonus and the amount of critical bonus added per point in + critical potency for each dLVL (range -30 to +10).
Blue means that the 175% cap will affect the calculated value. Red means that the 115% floor will affect the calculated value. The "Bonus to Potency Ratio" is the amount of critical bonus % you add per point in potency. "Wasted Potency" refers to the amount of + crit potency enhancement one would require to see any difference.
(6) For cure criticals, dLVL is calculated by [Target Rank] - [Caster Rank]. This means that for most endgame situations, the only relevant dLVL is 0 (rank 50s curing other rank 50s).
(7) To attempt to better answer the question "how good is Might materia?", the following graph illustrates the overall % increase in damage when you critical hit at varying potency increases.
(8) The Rampage status gives 50% of the critical damage dealt back to HP. This HP return is capped at 20% of your maximum HP. This means if your max HP is 4,000 the most you can get back is 800.
(9) The Thundaga combo bonus grants a rough +175 magic critical potency and allows the critical to break and exceed the 175% critical damage bonus cap.
This is the same effect as adding +175 magic critical potency from say Sagacious Might. It also allows the spell to potentially break the 175% cap. This was only small test, however, so this value may vary with other variables such as the caster's level.