Gem Accuracy
Old 02-05-2013, 10:02 AM   #1
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Default Gem Accuracy

Prevent from pets and LG gear not included.

Assumes Cnc and Cnt are equal and all skills maxed.

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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.

Last edited by Huggles; 02-05-2013 at 10:12 AM..
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Old 02-05-2013, 02:13 PM   #2
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pretty sure impendance only gives 10% of your chance to resist, rather than a solid 10% chance, but i may be wrong. its how everything else works so i always assumed it was that.
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Old 02-05-2013, 02:30 PM   #3
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If someone has Assurance Rune Rank V there's no way your resist chance vs. them could ever get above 90%
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Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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Old 02-05-2013, 03:20 PM   #4
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unless DoTs as assurance doesnt affect DoTs. unless thats been changed and i missed it
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
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  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 02-05-2013, 04:45 PM   #5
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Quote:
Originally Posted by Glitchless
If someone has Assurance Rune Rank V there's no way your resist chance vs. them could ever get above 90%
So then hit chance roll of Assurance is done after resist chance roll of Antimagic?
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Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
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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Old 02-05-2013, 06:49 PM   #6
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That's one way to look at it since it's mathematically equivalent to the to-hit case roll is done before and if succeeds there is no resist roll. There was a patch not too long ago that explained this at least indirectly, since physical damage to-hit was changed to work in this same manner since it always worked this way for DDs.
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Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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