Quote:
Originally Posted by aussenseiter
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Only hybrids get swing timer countdown during cast in EverQuest
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I guess my Shaman didn't get the memo.
Quote:
Originally Posted by bcbrown
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We can continue tomorrow, or whenever you're back.
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I'll try a different approach:
Here are Ionat's Weapon Damage values that I logged. This is Weapon Damage only, kick/bash damage is not inlcuded. Weapon Damage has 20 possible values on Mobs. They roll a D20 every time they calculate what damage they want to select. The roll can be adjusted up or down based on some mitigation variables. You can see that I roll on the lower half of the damage table 2/3 times a bit further down in the text.
Ionat Weapon Damage Table:
[44, 54, 64, 74, 84, 94, 104, 115, 125, 135, 145, 155, 165, 176, 186, 196, 206, 216, 226, 237] = (2801 / 20) = 140.05 x 0.5 (Miss Rate) = 70.5 DPS average
Ionat Weapon Damage Table Half Set Averages:
- 1908 damage by adding up the last 10 values in the set = 1908 / 10 = 190.8 average damage on the upper half of the Damage Table
- 893 damage by adding up the first 10 values in the set = 893 / 10 = 89.3 average Damage on the lower half of the Damage Table
Actual data from Logs:
- 64 successful damage rolls were on the upper half of the Damage Table
- 127 successful damage rolls were on the lower half of the Damage Table
- 96 Misses
- 191 hits
- (50% Hit rate)
Actual damage from logs = 23088 damage / 1248 seconds = 18.5 DPS (slowed by 75%) = 74 DPS unslowed
Expected Average damage from logged rolls = (89.3 x 127) + (190.8 x 64) = 23552.2 / 1248 seconds = 18.8 DPS (slowed by 75%) = 75.4 DPS unslowed
Expected Average damage from Damage Table = 70.5 DPS unslowed
Ionat Summary:
The Damage Table expects 70.5 DPS on average. I logged 74 DPS, which is close to the Damage Table and the expected average of 75.4 DPS based on how often I rolled on the lower half of the damage table vs. the upper half. This game works on averages, and you can use real data to see these averages in action.
How this relates to weapon procs:
You can do the same thing for proc damage. For example, let's assume you have 1 PPM on a weapon that procs for 400 Direct Damage, and the fight lasts 60 seconds:
[400 (tick=1), 400 (tick=2), 400 (tick=3), 400 (tick=4), 400 (tick=5), 400 (tick=6), 400 (tick=7), 400 (tick=8), 400 (tick=9), 400 (tick=10)] = (4000 damage / 10 ticks) = (400 damage / 60 seconds) x 1 PPM = 6.66 DPS on average
Let's reduce the PPM to 0.5:
[400, 400, 400, 400, 400, 400, 400, 400, 400, 400] = (4000 damage / 10 ticks) = (400 damage / 60 seconds) x 0.5 PPM = 3.33 DPS on average
Using the logic from Ionat on DoT Procs:
Let's go back to the Ionat damage table. Think of the possible DoT damage positions per tick as the individual weapon damages in Ionat's damage table, and think of the Hit rate as the PPM proc rate. Because Procs Per minute work on the minute scale, proccing a weapon is basically just selecting a random tick within a minute of the fight to get a proc, because the percentage of triggering the proc is equal per swing. If we have 0.5 PPM on a 1 minute fight using
https://wiki.project1999.com/Scourge as the DoT:
[40, 64, 88, 112, 136, 160, 184, 208, 232, 256, 280] = (1760 damage / 11 ticks [10 + 1 initial DD]) = (160 damage / 60 seconds) x 0.5 PPM = 1.33 DPS on average