I'm going to take a look at the hypothetical numbers and try to figure out what's going on with it, but bear in mind that unless there's actually something wrong with the math that I did earlier it is incorrect that 12% crit and 12% damage yields more average damage per hit than 24% damage.

Here's the relevant portion of the old post for those interested:

Base Megashark's dps is 325.

On 28 defense.

100% damage: 637 dps.

100% crit: 623 dps.

30% damage and 70% crit: 696 dps.

70% damage and 30% crit: 701 dps.

50% damage and 50% crit: 711 dps.

On 14 defense.

100% damage: 644 dps.

100% crit: 637 dps.

30% damage and 70% crit: 707 dps.

70% damage and 30% crit: 710 dps.

50% damage and 50% crit: 722 dps.

There's no work shown for these calculations at all. How did you arrive at these numbers?

Edit for phrasing and thoroughness, please bear with me.

The percentages are suppositions, the results are simple weapon DPS calculations.

The generic formula for a weapon's DPS calculation would be

(60/useTime)*((damage+bulletDamage)*damageBonus-(defense/2))*(critChance+critBonus)

Granted, other than the fact Chlorophyte Bullets have been nerfed and Megashark has been buffed, for whatever reason the numbers seem to be wrong and I don't exactly get why. I'll just recalculate them showing the full formula with the right numbers.

Megashark using Chlorophyte Bullets

On 28 defense.

100% damage and 0% crit: (60 / 7) * ((25 + 10) * 2.00 - (28 / 2))* 1.00 = 480

0% damage and 100% crit: (60 / 7) * ((25 + 10) * 1.00 - (28 / 2))* 2.00 = 360

30% damage and 70% crit: (60 / 7) * ((25 + 10) * 1.30 - (28 / 2))* 1.70 = 459

70% damage and 30% crit: (60 / 7) * ((25 + 10) * 1.70 - (28 / 2))* 1.30 = 507

50% damage and 50% crit: (60 / 7) * ((25 + 10) * 1.50 - (28 / 2))* 1.50 = 495

On 14 defense.

100% damage and 0% crit: (60 / 7) * ((25 + 10) * 2.00 - (14 / 2))* 1.00 = 540

0% damage and 100% crit: (60 / 7) * ((25 + 10) * 1.00 - (14 / 2))* 2.00 = 480

30% damage and 70% crit: (60 / 7) * ((25 + 10) * 1.30 - (14 / 2))* 1.70 = 561

70% damage and 30% crit: (60 / 7) * ((25 + 10) * 1.70 - (14 / 2))* 1.30 = 585

50% damage and 50% crit: (60 / 7) * ((25 + 10) * 1.50 - (14 / 2))* 1.50 = 585

Essentially the point, having a maxed damage grants better results than a maxed crit, but on a side note, properly mixing them together (depending on the target defense) can output the best results. It's kinda hard to deduce the proper amount of damage and crit bonuses needed to maximize, which is why I tend to go for 50/50. The result can also vary by weapon of course. The defense values to verify are also supposed to be higher as this was a calculation which took place back in 1.2 if not even earlier, there's enemies with much higher defense values.