Quote:
Originally Posted by bcbrown
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It is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.
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Thanks for admitting defeat. I am glad to see you realized your mistake, and agreed with me. Please don't be a sore loser.
To summarize:
Quote:
Originally Posted by bcbrown
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Hit/miss is bernoulli/binomial
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Quote:
Originally Posted by bcbrown
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Of course miss rate and proc rate both work the same. They're both a property of an individual swing. Why can't you answer this question? Do you understand the words I am using?
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Hit/Miss Chance = 50%, Proc Chance = 10.4% in our specific JBB example of 1.3PPM and 7.5/12.5 swings. The only difference between the two is the specific percentage.
Quote:
Originally Posted by bcbrown
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but the damage itself is a multivariate distribution, as there's a separate calculation of actual damage upon a hit. I've been told that this calculation draws from a uniform set of 20 discrete numbers.
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Ionat:
[44, 54, 64, 74, 84, 94, 104, 115, 125, 135, 145, 155, 165, 176, 186, 196, 206, 216, 226, 237]
Scourge:
[40, 64, 88, 112, 136, 160, 184, 208, 232, 256, 280, 304, 328, 352, 376, 400, 424, 448, 472, 496, 520, 544]
Both calculations use a percent chance for success, and both calculations use a uniform set of discreet numbers.
Procing once per minute using a DoT is basically equivalent to hitting with your weapon 1 time per minute, and selecting a damage value from the discreet number set. Instead of simply selecting a random value, the number picked from the DoT's discreet number set is based on the time you procced the dot vs. the expected time remaining in the encounter. If the DoT procs again, you simply select the DD value of the DoT instead.