Imagine I am charm soloing for XP. I charm something and send it at thing two. If charm breaks, I recharm it. Finally after it kills the enemy I break charm and kill it. The charms I break are disproportionately the longer ones. Example:
Fight #1: Charm (100s), break, Charm (100s), self break, kill
Fight #2: Charm (200s), self break, kill
If we simply average those we get 133s (and the actual duration is higher!). If we throw out the two that were broken by the caster, we get 100s, which is clearly wrong. And this bias will persist as you add more samples.
I am suggesting "pretend the charm was allowed to continue until it broke on its own by replacing it with one that broke naturally that lasted at least that long"
|