And in terms of damage to armoured targets in the open (total damage, not maximum hits). Adding 8% to a multiplier is better than a separate 5% multiplier when the two are close in value, as DOOC and DtA always are.
Also, adding 8% to your DOOC does not mean that you must remove 5% DtA. If you replace weapon or crit damage (both are in the same already-very-high weapon damage multiplier) instead of DtA, you get both.
You have not. You
have said things like, "In that video you are correct in pointing out that strained procced and that is the source of different crit values for the same weapon in that video," which is nothing to do with different
NON-crit values.
But I have no idea why you keep going on about things like Strained, since that does not affect non-crit damage. (At least according to the description in the game; if you think it's doing something different than what the game says it is, you should demonstrate this.)
You seem overly concerned with the highest individual damage value you produce, rather than your total damage output. There's not much relation between the two.
Thanks for providing build details in a readable form, finally. It's not quite complete: for example, I can see from your images you're using an AR damage buff from the Survivalist specialization, though you don't mention that, and you don't mention your Keener's watch settings. None the less, I'll guess the full +15% from specialization and full bonuses from the watch, and this gives us a place to start to figure out what's going on with your builds.
Oh, and in particular thanks for providing the screenshots from your stats tab; those make analysis
much easier since it lets me do intermediate checks on the calculations without having to ask you for values.
I should note that below when I use the term "expected" in conjunction with things like the damage from critical hits, this is not a guess: this is the mathematical concept of
expected value, essentially the average damage you'll get per round when a certain percentage of the hits are critical and the rest are not. Without understanding expected value, you won't be able to understand how one can easily deal with things that produce probabilistic amounts of damage.
- Glory Daze base damage is 47952, from the spreadsheet. If you check base damage in game, you should see exactly the same, 48.0k.
- When calculating weapon damage modifiers below, I leave out the +25% for Vigilance unless I mention otherwise. It's not a permanent buff, and so the game does not include it in the stats it displays.
- You have a weapon damage modifier (Wdmg) of 10% watch + 15% specialization + 15% AR + 6 × 15% gear attributes + 5% W&H brand = 135% for W&H, and 130% for Fox's.
- The above should produce a (non-crit) weapon damages of 47952 × 2.35 = 112687.2 and 47952 × 2.30 = 110289.6, which exactly match what the game shows in the stats tab.
- Your calculated CHD is 186% (25% base + 20% watch + 15% 3rd Providence + 15% Grupo + 6 × 12% gear attributes + 2 × 12% gear mods + 3 × 5% AR mods). This agrees exactly with what's shown on your stats tab. With 60% CHC this gives you an expected critical hit damage buff of 1.86 × 0.60 = 1.11. In other words, with 60% CHC your average damage per shot when talents such as Vigilance are not proc'd will be 47952 × (2.30 + 1.11) = 163516.3.
Here I take a moment to make a note about your CHC. By my calculations it's 10% watch + 15% 2nd Providence + 10% Česká + 5 × 6% gear attributes + 1 × 6% gear mod = 71%, which is wasting resources for two reasons:
First, there's obviously a 60% cap on CHC and so you've got 11% CHC doing nothing for you. (Fox's, fortunately, doesn't have a CHC attribute that W&H does so at least there you're at 65% and are not wasting that entire attribute.)
Second, and more subtly, weapon mods generally give you a choice of 5% CHC or 5% CHD, but an attribute or gear mod gives you a choice of 6% CHC or 12% CHD. For this reason you should avoid using weapon mods to boost your CHD unless you really have no better use for them, and instead use them in preference to gear attributes and mods to boost CHC, freeing the gear attributes/mods for providing more value in the much higher CHD they can provide.
There are limits on what you can do with gear attributes, of course, since you can recalibrate only one, and you can have only one CHD attribute. But you could in this build at the very least replace the CHC gear mod with CHD, ending up with the same 60% CHC but 12% more CHD than you have now. Ideally you'd find ways to replace instances of CHC on attributes with gear that can offer things like OOC, health and armour damage multipliers, just as Fox's does for you here, providing some large damage boosts. If this brings your CHC down, you can replace CHD weapon mods with CHC to bring it back to 60%, since these provide only a 3% boost to expected weapon damage (not even total damage!), which is less than even 2% on another multiplier.
You should also note that in builds like this where you don't have any talents that depend on
rate of crits (and this would include Strained, which does not depend on rate but just on having a subsequent shot any time with 0.5 s of the previous one) you can sometimes improve things by letting CHC fall slightly below 60% in trade for more CHD. For example, if you're at 63% CHC being capped to 60% CHC with 150% CHD giving 90.0% expected crit damage, and you can replace a 6% CHC with a 12% CHD, that will give you 57% CHC × 162% CHD, for 92.3% expected crit damage.
Back to the calculations:
When you actually fire the rifle in the range, your Wdmg should be increased by 25% from Vigilance, and you have multipliers of 1.21 multipliers from the AR's health damage buff and 1.1 from the AR's DOOC buff. So against a target without armour:
- Non-crit damage with W&H should be 47952 × (2.35 + .25) * 1.21 * 1.1 = 165943 and crit damage should be 47952 × (2.35 + .25 + 1.86) *1.21 * 1.1 = 284656.
- Non-crit damage with Fox's should be 47952 × (2.30 + .25) * 1.21 * (1.1 + .08) = 174588 and crit damage should be 47952 × (2.30 + .25 + 1.86) * 1.08 = 301934. These figures are 5.2% and 6.1% higher, respectively; you get more advantage from 8% as your Wdmg increases with the crit because DOOC is multiplicative, of course.
If these are not the numbers you get in the range, we need to figure out what else in your build is affecting them. (Or figure out what's wrong with my calculations above. It's now late and I'm tired, so of course there's always the possibility of errors in my arithmetic.)
But as it stands, Fox's has the advantage here on any individual crit or non-crit hit, and given that the CHC doesn't change between these builds (the loss of the 6% CHC on W&H still leaves you at the cap of 60% CHC), it should be clear that your ratio of crits to non-crits won't change, so there's nothing there that I can see to remove the advantage of Fox's demonstrated above.