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Clearly at lower levels, a red gemmed weapon is a very efficient way of upgrading its damage output for low cost ut it gets outshone by green and purple gems at higher levels.
At what point is it time to switch out due to the damage not scaling enough, for crit damage/loh instead?
The question of an amethyst versus a ruby is a matter of play style, the question of emerald versus rube is one of mathemetics.
Tthe latter depends on damage per *hit* (which is what a ruby adds to AFAIK), the chance to deal a critical hit, the bonus crit damage received without the emerald and the quality of the gems in question. I will ignore considerations about the character, they are partly included in the crit chance.
Let's say your ruby adds an amount of X on average and your emerald adds A% crit damage, on a weapon with a DPS amount of Y and Z attacks per second, with a crit bonus of B% without the emerald and a chance of C% to deal a crit.
With the ruby: X+Y/Z + (X+Y/Z)*(B%/100)*(C%/100) damage
With the emerald: Y/Z + (Y/Z)*(A%/100+B%/100)*(C%/100) damage
Compare the numbers to make your decision.
My knowledge about game mechanics is still a bit limited and I did this calculation for the first time, so if I overlooked something or there's a mistake, please correct me.
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ack am terrible at mathshere is my attempt for the weapon i'm currenty using, 138.6 dps/1.4 attack speed/36% crit dam/crit change of 12.5 and assuming flawless square emerald/ruby is being used so 45% crit damage or 14-28 damage.
does that seem right?Code:ruby: 14+138.6/1.4 + (14+138.6/1.4)*(36/100)*(12.5/100) 109 + (109)*(0.36)*(0.125) = 9.81 emerald: 138.6/1.4 + (138.6/1.4)*(45/100+36/100)*(12.5/100) 99 + (99)*(0.45+0.36)*(0.125) = 20.0475
I'm too lazy myself to check it, it's as tiring for me as for me.
I forgot to mention that the results above are damage per hit, so you will have to multiply them with the weapon's hits per second. It won't matter for a comparison because you will multiply both results with the same number, but when using the results for other consideration, it might have an effect.
As said, that's my common sense about mathematics applied on something which I might not understand in full yet, so don't blame me if you waste precious jewels
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You know I'm born to lose / and gambling is for fools / but that's the way I like it, baby / I don't want to live forever!
You can also just switch out the gem in the weapon and see which displays higher dps. I've never found there to be a large margin of error in the DPS statistic (except before the Magic Weapon display fix).
By using some basic calculations, I came up with the following fact: if you have base Crit Chance (5%) and base Crit Damage (+50%), a Flawless Square Emerald will contribute more damage then a Flawless Square Ruby once you deal 639 or more damage per hit on average. (You can get damage per hit value by dividing your total DPS by your Attacks per Second.)
By increasing the Crit Chance, you drastically lower the point when it is better to socket the Emerald. If in the above example you had a 10% Crit Chance instead of just the base 5%, you need to deal only 327 damage per hit (~49% less) to benefit from an Emerald more then a Ruby. (and 186 damage for 20% Crit Chance).
In contrast, increasing your +Crit Damage actually slightly increases the point where Emerald starts to be better. If the top example had +100% Crit Damage instead of the base of +50%, you would actually need to deal 654 damage per hit (~2.35% more) in order to benefit from an Emerald.
To sumarize: Emeralds start to be better once you get above 600 damage per hit. If you manage to get increased Crit Chance, it starts even sooner.
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