The Maths of Facets
Preface(t)
In this post, I will calculate optimal weapon facets for expected damage values (that is, average over many hits, not maximum possible).
TL;DR: Use something with a 20% overall damage boost, not a crit facet.
For damage, there is a clear best group of facets and it’s the same in all circumstances. My analysis ignores benefits not related to damage, though I comment on them in a dedicated section.
Further discussion in this topic explores why current ‘multiplicative’ stat scaling can lead to systemic balancing issues, especially in view of numbers-based and skill-based difficulty (broadly, ARPG vs Souls).
Before Enchantments
Weapons fall in these categories:
10% chance to deal 200% damage
20% chance to deal 150% damage
25% chance to deal 140% damage
40% chance to deal 125% damage
These are balanced and all have an expected damage increase of 10%, which pleases me greatly. Choose a reliable or a swingy weapon!
Facets can provide, amongst others, the following choices related to damage:
40% increased crit damage for 10% less overall damage
10% increased crit chance for ‘free’[1]
20% increased overall damage for ‘free’[2]
I will select optimal cases for the first two to show why they are subpar choices.
The 40% crit damage boost should be optimal for weapons with a 40% base crit rate. It is not. Expected damage is 116% (60% chance for 90% + 40% chance for 90% of 165%). The facet with 10% bonus crit chance is worse at 112.5%. The 20% increased overall damage is best (expected damage of 130%).
Boosting crit rate should be suited to weapons with 200% crit damage. It is not. With 10% bonus crit chance, expected damage is 120%. With 20% increased overall damage, expected damage is 130%. Bonus crit damage is last with 114%.
For all weapon types, the 20% increased overall damage is best. It will remain so as enchantments are added.
Enchantments: Crit Chance vs Crit Damage
Optimal combinations of crit chance and crit damage are achieved if crit damage is two times crit chance, until the cap of 100% crit chance. At this point crit damage takes over.
Enchantments provide five mutually exclusive bonuses of 10% crit chance or 20% crit damage, doubled with enchantment power (a pox on it). To keep maths manageable, I will not consider exalting for now.
(Armour penetration of 100% can be achieved without exalting, as can a bonus of 100% to any one element. I will not consider these for my calculations, but for anyone curious, it is marginally better to invest in crits over damage-type bonuses.)
The optimal number of crit chance enchantments for weapons with a facet granting a 20% overall damage boost is thus:
10% chance to deal 200% damage: 3 or 4, for 271.2% total
20% chance to deal 150% damage: 3, for 244.8% total
25% chance to deal 140% damage: 2, for 244.8% total
40% chance to deal 125% damage: 2, for 259.2% total
The optimal number of crit chance enchantments for weapons with a facet granting a 10% crit chance boost is thus:
10% chance to deal 200% damage: 3, for 244% total
20% chance to deal 150% damage: 2, for 219% total
25% chance to deal 140% damage: 2, for 220% total
40% chance to deal 125% damage: 2, for 230.5% total
The optimal number of crit chance enchantments for weapons with a facet granting a 40% crit damage boost at the cost of 10% overall damage is thus:
10% chance to deal 200% damage: 4, for 235.8% total
20% chance to deal 150% damage: 3, for 212.4% total
25% chance to deal 140% damage: 3, for 212.4% total
40% chance to deal 125% damage: 2, for 223.2% total
In this build completely focused on crits, the crit facets still do not catch up. The winner continues to be 20% increased overall damage.
The difference between facets’ expected damage is around 16%. I am unsure whether to consider this a sign of good design or of a lack of choice.
Facets Not Directly Related to Damage
I am not considering the relative merits of focus-generating facets over damage-boosting facets (Ritualistic vs Heavy). I believe this to be a moot point: The optimal strategy consists of a focus-generator (or life-as-focus set-up) paired with a damage-optimised focus-spender (like a one-handed hammer).
I cannot quantify the undoubtedly enormous non-numerical ‘benefits’ of Quick. Though the facet represents a meaningful choice compared to pure damage, I believe attack speed modifications should not exist in their current form, or at least be less accessible. There is no ‘commitment combat’ with the current 35% attack speed boost.
The elemental facets are flexible for build-crafting, but should never be considered for damage: A flaming sword with a mottled ruby is outdamaged by an unfaceted sword with a chipped ruby, even in its own element, but especially on all other elements if accessed by runes. Less damage at the cost of a facet is a poor deal. Use oils.
Poise facets are hard to quantify. I personally think they’re great and the damage trade-off is well worth it. Reliable is an early-game powerhouse.
On Armour Facets
Rapid should be removed.
Facets that trade focus for stamina regeneration (or vice-reversa) feel good, though due to additive stacking with certain Echos can lead to situations where characters cannot recover stamina over time.
The Dense facet is a rough deal, especially compared to its elemental brethren. 5 armour at level 30 is a rounding error, even if 5 weight can often fit into a loadout. The stacking of elemental resistance enchantments, elemental resistance facets, and rings is intransparent.
Durable makes me wonder what its design goal is. Weapon and armour durability, as a system, was intended to provide a delayed punishment and nudge players away from difficulty walls. Currently durability provides no real forced break if one dies repeatedly, a pathway to excessive power (deserved nerf incoming), and no trade-off to hardcore players. Bonus durability could be attractive on tools, but currently resources-per-harvest enchantments would be superior since repairs are a non-issue.
Afterword: Systems and Scaling
Wicked feels initially great to play. The early balance is excellent.
In the long term, however, some systems feel like they scale too strongly. This is not a matter of ‘optimising the fun out of the game’, but of simply playing the game beyond the ten-hour-mark without deliberately ignoring its systems. I do not need the above maths to be too strong.
A build with 100% damage to a beneficial element and 100% armour penetration will do, against an enemy with 50% damage resistance, 1084.8% of the damage of a plain weapon. Exalts can roughly double this (1948.8%).
I personally would prefer a game less focused on numerical power and more focused on player skill; a narrower band, ‘bounded accuracy’. This could begin with the removal of attack speed, armour pen, and percentile boosts to damage of one element.
In addition to the multiplicative damage scaling, some other systems that feel mathematically unsound are armour weight classes, damage reduction enchantments, stamina/focus management past the early game, and bonuses to overall speed.





