Quote:
Originally Posted by Jimjam
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Great code you found.
Shouldn’t the presence of 2 rolls (roll for attack and roll for defence) create a normal distribution (like how rolling 2d6 creates a bell curve where 2 and 12 are 1/36 each, 3 and 11 are 3/36 going up to the most common result, 7 which is 6/36)?
The question is why aren’t hits amounts on mr turtle looking very normally distributed? Each fight he has like 100 hits for 1 specific hit value and the many (more than 19) other hit values tend to only occur a couple of times??
Edit: Interestingly mr turtle himself only hit for one value (like 30 times per fight).
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We can take a quick look. This is using the
https://wiki.project1999.com/Ancient...ched_Flamberge on my 60 Shadowknight.
1. Scenario with 350 offense, 260 Max Damage, and 350 mitigation:
1a. atk_roll = Average roll between 0 and 350 = 175.
1b. def_roll = Average roll between 0 and 350 = 175.
1c. avg = (175 atk_roll + 175 def_roll + 10) / 2 = 180.
1d. index = (175 atk_roll - 175 def_roll) + (180 avg / 2) = 90.
1e. index = (90 index * 20) / 180 avg = 10.
1f. index 10 in the array is 1.1.
1g. Average damage value is (260 Max damage / 2) * 1.1 = 143.
1. Scenario with 337 offense (-20 STR), 254 Max Damage, and 350 mitigation:
1a. atk_roll = Average roll between 0 and 337 = 169 (rounded up).
1b. def_roll = Average roll between 0 and 350 = 175.
1c. avg = (169 atk_roll + 175 def_roll + 10) / 2 = 177.
1d. index = (169 atk_roll - 175 def_roll) + (177 avg / 2) = 83 (rounded up).
1e. index = (83 index * 20) / 177 avg = 9.3.
1f. index 9 in the array is 1.0, with a 30% chance to move up to index 10, which is 1.1
1g. Average damage value is (254 Max damage / 2) * 1.0 = 127.
1h. Average damage value is (254 Max damage / 2) * 1.1 = 140 (rounded up).
1i. In a data set of [127, 127, 127, 127, 127, 127, 127, 140, 140, 140], adding up these numbers and dividing by 10 gives you and average of 131.
This implies the 20 STR is giving you a 8.5% (131/143) difference in your average damage at level 60 with a 46 damage weapon. On Corudoth I missed 49 times and hit for 496 times on the 2H test, so on a mob 55 levels below you, it looks like you will hit 90% of the time. so 90% of 8.5 is a 7.6% increase in DPS.
On harder mobs your hit rate is much lower. Looking through some quick parses it is more like you are missing 40-50% of the time on a tougher mob, but I don't have a large sample at hand. This means the 4-5% number I got from my turtle parses happened to be just about right. RNG simply didn't give me the 7.6% high end, it gave me the middle and lower ends.
4-5% of a DPS increase is really not a large boost for most players during the leveling process. If you are doing ~20 DPS around level 30, a 4% boost to that is 0.8. 3600 x 0.8 = 2880 damage per hour, assuming you are auto attacking non-stop. Realistically speaking you are probably getting half that. A mob like
https://wiki.project1999.com/Travis_Two_Tone has 875 HP, so you are getting 1-2 more kills per hour if you are XPing at maximum efficiency. If you are semi-afk killing Travis Two Tone, you are getting 0 extra kills per hour.