60 might have been a low estimate; looking back at the build I was basing things on, its RR usually comes out in the 80s, and that’s the lowest end for my physical chars. Guess I forgot to include the results from the ring and augment. Also, never enough flat damage.
You said something about DoT casters. Pretty much everything you wrote applies to them. The only things that are different are DoT stacking, the importance of crit/OA, and increased duration.
Dot stacking is already explained in the thread I linked. For crit/OA generally needs to be bigger than flat damage builds cause the highest damage dot rolls will take priority from the same source. That means one crit at the start (esp those inflicted with full RR) will be there for the next 4-6 seconds until that dot expires or until you get a better crit.
You’ll want around 200%+ increased duration especially on those builds where main skills have high cooldowns. Dots usually have 2-3 seconds base duration, so making those last for 6-9 seconds will leave you more space before reapplying skills with 5s cooldowns (BWC, Blade Arc). Also with increased duration, those highrolled crits with RR will last longer and won’t be overwritten. Highly valuable because RR on dots is only checked when the dot is applied. Increased duration will also allow you to kite more, enabling you to build more on offense instead of defense, but this part isn’t as relevant atm cause the focus on cruci right now is on cleartime and more kiting will only decrease cleartime.
You’ll be surprised, but I actually wrote a PhD thesis in real life
Still, I’m not PhD because my experiment was failed due to Force Majeure, and now my thesis lies idle.
I’m interested in adding Peculiarities of using Retaliation damage, and expanding explanation about Health Regeneration. I’ll try to write something about them, but any help on this is welcome.
Do people even play that at cruci? Between ret being shit against ranged and BK counterstrike being so good I don’t (pure) retaliation is great right now. Maybe if you hybridize it then maybe it will work.
It’s a little better than that except in very fringe edge-cases (at very low values of OA and DA). Reducing enemy OA by some amount is much better than gaining the same amount of DA, and vice versa, due to how OA and DA interact. As a rule of thumb, an OA/DA reduction is about equivalent to gaining 10% more than that value of OA/DA; e.g., a 180 Reduction is roughly a 198 (180 + 18) gain.