Crit damage and crit chance scale off Power, in terms of producing damage. Any crit-based DPS build builds up a considerable amount of power, high enough to justify investing in crit chance next, then investing in crit damage when the power and crit chance justify getting it or it's not a direct trade-off (for instance, berserker gear with inherent crit not competing with crit chance or power for a spot).
In PvP, despite much smaller crit damage you can get, rune of the ogre passive damage bonus is still hands-down in dps compared to ruby orbs which you could simulate with 25 strength pieces, divinity runes and some imagination. It won't be a direct comparison because there is slight disconnect here in terms of pvp stats vs pve stats.
The point being made here, is that ogre's (6) damage bonus scales off your total damage after all other calculations and is a multiplier (stuff like 5% more damage scale off other multiplier variables as well). In PvE you have even higher power and crit damage ceiling, making the ogre's damage multiplier even more generous in terms of boosting critical damage, not just base damage. You give up roughly 4% crit chance for a significant boost in basic and critical damage, and it's definitely a worthy alternative.
Scholar rune is something I wouldn't recommend in a PvE setting, especially for melee-focused attackers. I agree it has it's fine niche for elementalists and thieves, which can reliably avoid or block damage during their burst sequence, in turn maintaining the 10% damage bonus - but that is WvW stuff mostly, with slighly less validity in spvp.
As far as PvE DPS builds go, I noticed a rather worrisome trend of stacking contextual (dependant) multipliers in order to "maximise" damage, but it should be noted that these provide superior damage only in their short and brief window of opportunity, making them unreliable for optimal DPS in a varied, dynamic setting. Unless you run a static dungeon group and are confident you can maintain 90% of health, while not having to retreat, being able to stay put and deal good dps without being dependant on 90% hp for a minor benefit seems like a superior strategy.
You have to account for risk and variables outside of your control such as team performance, unless risk is minimal, encounter gimped and your timings very precise, scholar rune shouldn't even be considered. It takes but one error or event outside your narrowed vision of how dungeon plays to completely wreck your stacked multipliers such as 3% from stick & move (when preserving dodge is more important) or 10% from scholar (when you're supposed to be in direct contact and deal as much damage as possible, regardless of the damage you take).
If having accounted for all of these you still believe scholar is superior, do use it. If it's not, get a more reliable option. Ultimately, a preference.
Rune of the Ogre for reference:
+25 Power (2):
+3% Critical Damage (3):
+50 Power (4):
5% chance to summon
a rock dog
when hit. (Cooldown: 60s) (5):
+90 Power (6):
160 power, 3% crit damage, 4% overall DPS increase after all other calculations. As far as I'm concerned, it's an alternative worth consideration. Rune of the Strength - still appears bugged for me. Once it's fixed, it could be a third strong alternative to ruby orbs, short of scholar and ogre (I have no strong opinion on rune of the pack as of yet).
My personal verdict:
- ruby orbs are economical choice for either burst or dps-oriented, physical damage specs
- rune of the ogre is generally an upgrade in dps and burst alike to ruby orb, significantly more expensive at TP
- rune of the scholar is generally an upgrade for burst builds with good damage mitigation, it's debatable whether it's a superior dps choice over rune of the ogre in actual fighting conditions
- rune of the strength could be a rival to rune of the ogre, in might-stacking builds that don't reach their full (25 might stack) ceiling in group scenarios (once the rune's 6th damage bonus works)
Edited by Lord_Demosthene, 09 February 2013 - 12:16 PM.