Critting every ten shots is not surprisingly often if the chance of a crit is 10%
If by ok you mean worst of all 4 options then sure
Lets get past “think” and look at facts instead.
Lets use Blast Cannon as an example of why you should never use crit damage perks (atleast on a non sniper). For this example I look at a maxed t5 epic Blast Cannon, but the conclusion would be the same for Cannon and Exp and for all rarities (just even worse for crit damage with less perks slots). I ignore fire talents as they have zero impact on the relative strenght of the perks.
Lets consider the best case scenario for a Crit Damage perk, i.e. we place 4.5% epic crit chance perks in the first 3 perk slots. That gives us a starting point with an epic maxed Blast Cannon with 3 epic crit chance perks that does 1366damage & has a 14.5% crit chance. Thats 1564 damage in average. Now lets consider what happens depending on the 4th perk added.
/disclaimer = Im not going to write out the math, trust that its correct (or take the time to redo the calculations if you doubt my level of education).
Baseline (3* crit chance perks)= 1564 avg damage.
(Baseline + another 4.5% crit chance perk) = 1626 avg. damage. A +62 gain.
(Baseline + an 8% epic damage perk) = 1628 avg. damage. A +64 gain.
(Baseline + 20% epic crit damage perk) = 1604 avg. damage. A +40 gain.
And now for the complicated one:
(Baseline + a 12% fire damage perk) = To surpass the crit damage perk (1604 avg) you need to hit targets on fire 21%+ of the time. To surpass the epic damage perk (1628 avg) you need to hit a target on fire 34%+ of the time.
Obviously base damage isnt everything and the idea behind using the crit damage perk is to get the damage bursts that kills people. Im a big fan of burst (in particular on boats with just a few weapons), which is why I run three Crit Chance perks on my own Blast Cannon & is tempted to add a 4th. The difference in output across the perks leaves no logical argument for using the Crit Damage perks (not looking at sniper here), if you want guaranteed damage then use % damage perks, if you want burst use crit chance (its flat out better than crit damage in every scenario), and if you think Fire is often present then consider the fire perks.
This doesnt look at the first 3 perks, where all the 3 perks that arent Crit Damage has their own strenghts and are worth considering depending on setup and preferences. The conclusion on Crit Damage perks is clear though, its an instant sell for gold (Unless you use a sniper & has done the math to check if its a viable option or not).
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