LyreAB’s Guide to Procs and Crits

This guide has been written because of the numerous people who have been putting misleading or just plain wrong information on the forums about Procs and Crits.

A Proc is the term used to describe the special abilities of equipment, generals, unique troops, and legions, that generate extra damage when hitting raids. Because these bonuses to damage do not occur with every hit, Procs are usually described with a Proc Rate and Damage or Damage Bonus. Most Procs generally have their damage described as a fixed number. This number is actually the maximum damage (ie. cap) that the proc will do. The exception to this are Mount Procs, which have not had a demonstrated cap to them, and are usually described as a percentage (%).

In actuality, all Procs are a % of the base damage that you do. It’s just that for most Procs, that % of base damage is high enough that unless you do very little damage you will only see the cap damage. Mounts are the exception, not having an apparent max.

Take a look at the picture above. This is a sample of what can be seen in the Raid window of the game while hitting a raid. The text in orange are Proc results, while the text in green is the total damage that was done for the hit. Notice the first damage message shows only one proc for 55,350 damage and a total of 3,293,222 damage. That means the base damage for that hit was 3,237,872 damage (3,293,222 – 55,350), or about 3.2m damage. The second hit shows a similar result but with a greater number of procs. The base damage for the second hit is 3,211,275. Again, about 3.2m damage. Note that while the total damage was higher on the second hit, the base damage was very similar. This is because the base damage is the character’s average raid damage +/- 12%, or between 88% and 112% of the average damage for each hit.

A Crit, short for critical hit, is a special type of Proc. Crits do not require equipment, generals, troops, or legions. A naked character still has a chance to have a critical hit Proc. The display for these is also different, as there is no separate proc damage message for a crit. Instead the total damage line changes from “X dealt Y damage” to “X crit Z damage”.

Just like any other Proc, a Crit has a Proc Rate and a Damage Bonus. Like a Mount Proc, there is no cap to the damage done by a crit. A Crit has a base Proc Rate of about 2% and it has a Damage Bonus of 100%. That is, when a Crit occurs, it will always do an extra 100% of the base damage that you have done.

Take a look at the picture above. Notice that the last hit says crit and the damage is in red instead of in green. This is an easy way to see when you have a crit proc. Also notice the damage total. Since there are no Proc damage notices for that hit, the only thing affecting the damage is the Crit. Taking the damage of 6,287,142 and halving it, you get a base damage of 3,143,571 damage, or about 3.1m. While this is quite a bit less than the average damage from the first picture (about 3.2m), it still falls within the +/- 12% variability range for base damage results.

At this point, you might ask “But how do you know that the base damage has a +/- 12% variability, and how do you know a Crit is always 100%?” Well, the answer lies in testing. Significant testing has been done on damage levels using World Raids as a source. The reason for using WRs is the high number of hits that can be done to a single raid combined with the lack of magics to confuse the issue. With tens of thousands of recorded hits, the damage ranges all showed a +/- 12% variability about a mean damage value. Likewise, Crit results all showed a 100% increase over results that fell within that range, even when the range was small (low total variation because of low mean damage value).

A common misconception is that Proc damage on Crits is based on the Crit damage. This is not true. Procs are all based on your base damage, and not on the modified damage from the Crit.

Take a look at the picture above. Now take a look at the damage done. Like the previous example, if you compare the damage minus all the Proc damages, you get a remaining damage of about 7.4m. Dividing by two gives a base damage of just under 3.7m (3,693,158). Now take a look at the Clockwork Carnage damage. Clockwork Carnage is the damaging Proc from the Clockwork Dragon mount. The first Clockwork Carnage line is the base damage Proc, while the second is the extra damage proc from the character’s Perception stat. Looking up the stats on the Clockwork Dragon shows that the base damage Proc is 50% of base damage, +10% if the Clockwork Axe is equipped (which isn’t in this case), and +10% for the Clockwork Shield (which is equipped), for a total Damage Bonus of 60% of base damage. Taking the damage from the Proc, 2.2m, and dividing by the base damage, 3.7m, gives us 0.599999, or 60%, which lines up nicely with what we would expect.

So, how do you go about comparing Procs and what to use?

When comparing Procs, two things are of importance, the Proc Rate, and the Average Damage Increase. The Proc Rate is important because there are times when having a high Proc Rate is more important than having a high Average Damage Increase. Such a situation is in farming, where a more reliable Proc would lead to less wasted bars because you aren’t counting on a low rate Proc to go off. There are also times where a high Average Damage Increase is better, such as when hitting high damage tier raids, where you will be needing to use a larger number of hits to reach your desired tier anyways.

The Average Damage Increase is simply the Proc Rate times the Damage or Damage Bonus. For instance, a Proc with a 5% Proc Rate and 10k Damage would have an Average Damage Increase of 500 (5% of 10,000). A Proc with a 8% Proc Rate and 120% Damage Bonus would have an Average Damage Increase of 9.6% (8% x 120%). A Crit with a 2% Proc Rate (and 100% Damage Bonus) would have an Average Damage Increase of 2% (2% x 100%). This makes it relatively easy to compare damage increases due to Procs, and makes it easier to compare the value of Generals, Unique Troops, Legions, and Equipment.