Old 01-19-2011, 01:47 AM   #41
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Quote:
Originally Posted by Huggles
you can't parry an arrow, but you can kite a slasher, crusher, or piercer. end story.

yes i realise i am missing a ton of stuff, but i'm going only from what i know for sure because of glitchless. I know the damage isn't linear, but i don't have formulas.
Where did I say you could parry an arrow? or that you can't kite a slasher, crusher or piercer? I'm adding those all in, b/c when comparing builds, you must compare ALL of them, against ALL other types.

Quote:
Originally Posted by Raith
A comparison of build against another build is far more than base dpd. A PvP battle is about Weapon Dpd + Pet dpd + ability to avoid damage + ability to regain health + total hp vs. your opponent. Base weapon dpd hardly sums up this comparison. If you doubt this, just look at Whip dpd vs. Whip PvP power.

All this does not mean that base dpd is a totally worthless goal to calculate, it just means that the resulting numbers mean little to nothing in terms of comparing builds.
This is exactly what I'm going for, and what my spreadsheets will end up showing, if I can ever get everything added in, and am positive that it's correct. There's a reason I haven't finished them yet. You're hoping to prove too much, and tbh, even with ##s, a lot of people(who both can and can't run numbers themselves) still won't agree with it. That's just how it's gonna be.
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Old 01-19-2011, 04:32 PM   #42
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Let me show you an example of the limits of the calculations you're making here...

Let's suppose, for argument's sake, that we decided an archer ambush averaged 300, and a 2H opening averaged only 275. Then we figured that archery averaged 250 per round plus a 1% bonus per shot, while a 2H only averaged 245 until DB kicked in. If the delays of both weapons was 20, the 5-dmg higher average would be a .25 difference in "average dpd."

You could point to this and say "OMG!!! ARCHER'S CAN STFU NOW!! SEE I PROVED IT!!!"

Or, you could plug these numbers into an actual situation and see the results are not indicated by this .2 difference. Let's show an example:

Taking these numbers, let's say we have a mob with 5k HP. If we list out archery dmg round by round according to these numbers, and then 2H dmg round by round we would get this:

Archery - 2H

300 275
552 520
807 765
1065 1010
1325 1255
1587 1500
1852 1745
2120 1990
2390 2235
2662 2480
2937 2725
3215 2970
3495 3215
3777 3460
4052 3705
4340 3950
4630 4195 (after this, DB kicks in)
4922 4685
5215 (Dead mob) 5175 (Dead mob)

----

You see, despite a '.2 lower average dpd,' the 2Her kills a mob in exactly the same functional speed that the bow does. If you were to lower the mob's hp to 800, the bow would kill a round faster than the 2H. If you were to increase the mob's HP to 10k, the 2Her could actually kill faster. PLus, this does not include Venge bonus. So you see, these numbers indicated nothing apart from a practical situation to plug them into.

Last edited by Raith; 01-19-2011 at 04:41 PM..
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Old 01-19-2011, 05:31 PM   #43
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Quote:
Originally Posted by Thomas Jordan
Ok, so you proved pigs can fly if given large enough ears and turbo powered rotary tails.

Trishot probability is 10%, not 20%. I'm not sure what you did with broadhead. Correcting your math up to broadhead I come up with 783.94. Critical damage also looks strange, but I used your value.

Add in flameshot and poison arrow = 784.69.

Broadhead is 17.5% X 150 / 120 = 0.218 OR with the aura (which you're presuming) 26.5. So the the best case answer would be 811.19 for maximum damage. I don't feel like correcting your math for minimum damage, but the same errors exist. So using your minimum damage and delay, I come up with 25.75. Still respectable, but the pig isn't looking quite as good.

Rather than carefully choosing classes and weapons and attempting to demonstrate the maximum theoretically possible damage for a selected bow and a selected 2H piercer, life would have been easier if you'd just used the figures provided by real players with real skills and real equipment. This is about the same magnitude of difference that currently exists between Smash and Conqueror. Correcting for your math errors, you just proved Smash will probably beat Conqueror in a duel (but we already knew that).

TJ
i think it's quite obvious

average damage = change of extra damage * extra damage + chance of normal damage * normal damage


example:

trishot is 10%

so it is .1 * 3 + .9 * 1 = 1.2
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Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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