I'm no master of shade, neither do I have one.
But I wanted to assess for myself the actual breakdown of what add dmg is worth since the add dmg to perks and procs patch.
This calc requires a fair number of steps so I'll break the calc down into it's respective parts:
Choosing your perk setup
this perk setup: http://auno.org/ao/perk.php?saveid=89956
SL perks
Piercing mastery:
stab 60s/30s
double stab 60s/30s
perforate 60s/30s
lacerate 60s/30s
impale 60s/30s
gore 60s/30s
hecatomb 60s/30s
2x7=14
sublime rapport
exultation 60s/12s = 5
disorientate 60s/40s =1.5
dimensional fist 60s/16s (but requires ethereal touch to run, but ethereal touch can be up 100%) = 3.75
convulsive tremor 60s/60s = 1
5+3.75+1.5+1=11.25
totemic rites
ritual of devotion 60s/40s = 1.5
devour vigour 60s/40s = 1.5
ritual of zeal 60s/40s = 1.5
devour essence 60s/40s = 1.5
ritual of spirit 60s/40s = 1.5
devour vitality 60s/40s = 1.5
ritual of blood 60s/40s = 1.5
7x1.5 = 10.5
AI perks
diffuse 60s/90s = 0.67
chaos ritual 60s/90s = 0.67
crave 60s/65s = 0.92
feast 60s/65s =0.92
bot confinement 60s/120s =0.5
bore (dmg no effect)
0.67+0.67+0.92+0.92+0.5= 3.68
procs
blackheart (5%) yellow proc (about 767dmg)
siphon being (5%) yellow proc (drain/heal 580 dmg)
for true DPS, you'd go with concealed surprise (blue proc) 134 dmg
so two 5% procs from LE, but also nano procs:
http://auno.org/ao/db.php?id=224167 is a 26% chance
Assessing white damage
Count number of hits/minute:
36 normal hits, 10 fast attack
not sure if procs fire off backstab but I think they can, and I assume they can proc off sneak attacks. I'll assume 1.5 Backstabs/minute (40s recharge), and 1 sneak attack/minute for total of 46.5 attacks per minute:
Assessing proc chance
46.5*5%+46.5*5%+46.5*26% = 16.74 proc chances/minute
Totaling number of contacts/minute
Perks+procs = 14+11.25+10.5+3.68+16.74 = 56.09
normal/crit affected = 45.5
total attacks/minute = 101.59
Next assess crit damage benefit
Assuming these are the weapons of choice:
Improved hacked Medi-blade
315-360 (500)
Max AR 2650
Deceit of the Xan
300-350 (500)
2750 max AR
The two different weapons have two different damage ranges and or max AR modifiers.
Calculating each AR multiplier separately:
DotX
[[(2750-1000)*0.3]/400+3.5]= 4.8125
and for medi-blade:
[[(2650-1000)*0.3]/400+3.5]= 4.7375
we get an AR crit modified bonus of:
4.8125*(500)=2406 for DotX and
4.7375*(500)=2369 for medi blade
Now since the mediblade is on the right hand the fast attack come off that weapon, which means the crit modifier bonus is skewed down to be dominated by the mediblade:
DotX: 18*2406 = 43308
Mediblade: (18+10)*2369 = 66325
1%*(43308+66325)=1096
*note I'm assuming the crit chance won't matter on BS/SA's since they will likely cap - however this IS an assumption, and I am not sure if critical rate affects these specials in the traditional sense.
Hence: 1096 is the gain in damage per minute for 1% increase for continuous average fighting.
Comparing crit bonus gained per minute in terms of add dmg bonus dmg
So.. drumroll please... 1% crit equates to:
1096/101.59 = 10.79 add dmg
Conclusions
That means that shades, despite having so many gazillion perks and procs/minute, still have quite a low value on add damage compared to, say, keeper (1% crit = 16 add dmg), for crit rate.
So, if each 1% crit is equivalent to 10.79 add dmg, it means that it is extremely close in value to 300 CM/CC (at 10 add dmg per piece) compared to, say, 1 piece of DB gear with 1% crit.
I will say now that despite the rigour in this calculation, that BASE perk damage will drop when you remove a piece of CM/CC due to the nature of perk damage being reliant on "specialhit" which basically increases in damage/QL for each point of base skill (for shade this is usually piercing, whereas for keeper it is 2he, for MA it is MA skill etc.). The bottom line is, it will be a close tradeoff, but for 1% crit adding pieces of gear, it's probably a safe bet that 300 CC/CM will be JUST as good if not slightly better.