EDIT: Please note KI updated the formulas for PvP so while the concept is the same, the math is a bit different in the arena.

With the new critical and block system in Wizard101, it's difficult to get a precise answer on "what should my stats be?" With this revision, we're back to a relative statistic that varies based on your target's stats. Therefore, there is no specific number that can sum up your chance of critical and damage based on your wizard alone.

However, the developers gave us a general formula and some specific examples which allows us to derive what it is that is happening behind the scenes. I'll go through the mechanics, and give a tl;dr at the end for those who had to suppress a scream when they looked at the charts below. Please feel free to ask questions, I promise to try to be more succinct when answering (but this is a fairly complex mechanic now).

Base case: Opponent has zero block

The chance to critical is identical to level when an opponent has zero block. Chance to critical varies from 1% at level 1 to 95% at levels 95 and over.

- For level-based critical to kick in, you must have a critical rating of 1 (because anything times zero is zero).
- Example: A level 50 has a 50% chance to critical. A level 95+ will have a 95% chance to critical (it's currently capped there).
- The damage will be 2 times whatever the damage would have been without the critical

Typical case: Opponent has some (a lot of) block

The chance to critical will be modified based on a combination of your critical and the opponent's block.

- With identical scores for critical and block, a crit will have 3x the chance of occurring as a block.
- Example: At level 100+ equivalent scores will give the caster 75% chance to critical and defender 25% chance to block regardless of score (so, the same if each tall to 100 or 1,000). There will be a 25% boost in damage done if the crit lands.
- Example 2: At level 50, the chance is .50 of that same ratio, or 37.5% to critical and 12.5% to block with the same scores
- To get a situation where there is a 50% chance to crit and block, you need 3x the block rating of the opposing critical rating

(Everyone try not to cheer at once):Chart Madness

One of the interesting things about how this system works is it isn't linear. Therefore you get a LOT of gain at the lower ends, but then it gets much more difficult to increase your percentages as they get higher. I think this accomplishes what KI set out to do very well, which is to get us to make thoughtful trade-offs with our gear. What is the right level to stop chasing crit? It's a personal decision based on your specific goals.

To demonstrate this accelerating / decelerating trade-off I've posted the formula, the 3D graph, and a 2D graph of each affected stat. The royal blue line on each represents a score of 200 block vs. a range of critical on both charts.

Critical:Everyone's favorite stat, so let's start here. You can see right away from the formula, if someone has zero block that zeros out and your critical chance is just your level in percent. But starting on the lower left corner of the 3D chart, you can see a really steep increase where just a few crit points gets you a lot of chance vs. an opponent. Once you get to about 200 crit, it flattens out a lot (the red shaded area) regardless of your opponent's score (from 0 to 600 on the right hand side).

From the 2D graph, you can see the inflection point represented by the blue arrow. It's not a lot (Each line represents block in increments starting at 5 through 600). Those curves are steep and flatten quickly. Yes, it keeps increasing as you add critical but you'd have to go from ~400 to ~700 to add an additional 10% chance to crit vs. an opponent at 600 block. At 300 block, it's even flatter! You'd need to go from ~350 to 700 for that additional 10% chance.

Block:Similar to critical, you can see a little block goes a LONG way.is even more extreme. With block now modifying the damage done, you can see a rapid deceleration into the blue zone. From the 2D graph, you can see a larger change from block from 5 to 25 than from 500 to 600. The delta from 5 to 200 is much bigger than from 200 to 600.

Damage

Example: At level 100+ with a critical of 700 and and opponent with a block of 200, you'd have ~90% chance to critical, they would have ~10% chance to block, so it will very likely land. But it will only boost damage by a little over 50% based on their damage reduction.

TL;DR:Someblock and critical goes alongway. A really high score at the expense of other stats probably won't do a lot for you unless you are chasing a very specific goal.

EDIT: For me, personally, I'm an 80/20 person and don't PvP. So I'm probably going to aim for about 200 block, and whatever critical results from getting good, balanced gear for questing. For farming, you should be able to fully critical all day pre Celestial / Halfang with just a tiny critical number if you're Level 100+ (but there seems to be some bugs currently, hopefully KI will iron those out).

Now, who missed my posts? LOL, what? Crickets????

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