Quote:
Originally Posted by Ruien
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Most threads on this board that open with a reasonable question get an answer from Toxigen or DSM that most people silently affirm as pretty much on point and that adding more would be diminishing returns. That was page 1.
It then proceeds that pages 2-75 are Toxigen and DSM defending their obviously right answer against an avalanche of hubris. It's incredible.
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I agree, it is incredible. Unfortunately I expect the usual suspects will claim you are an alternate account of mine in an attempt to discredit you. I apologize for that on their behalf in advance.
Quote:
Originally Posted by Ruien
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I do have one question, though. Earlier, you said that a 66% slow would reduce DPS from 25 to roughly 8, using a calculation like:
Code:
slowed_dps = unslowed_dps * (1 - slow_percent)
Where `slow_percent` for instance is 0.7 for Forlorn Deeds.
However, I was once told (by a guild leader) that the slow percentages shown in the wiki are actually applied as a percentage increase in delay, so for example a 100% slow would halve the mob's attack speed, effectively halving its dps instead of reducing it to zero. That is, it would be something like this:
Code:
slowed_dps = unslowed_dps / (1 + slow_percent)
Have you encountered this dichotomy before, and is the first formula correct?
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Two answers to your question, just to make sure I understand it correctly.
In the JBB example, we were using a level 58 Shaman, and the slow we were using was
https://wiki.project1999.com/Togor%27s_Insects .
The important part is this line:
Quote:
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Decrease Attack Speed by 49% (L39) to 70% (L60)
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Some spells in P99 scale based on your level. In this spell's case, a Shaman would get +1% to the base 49% each level starting at level 39. This means a 58 Shaman is slowing the mob by 68%.
I multiply the DPS number by the inverse of of the percentage. 100% - 68% = 32 x 0.01 = 0.32 x 25 DPS = 8 DPS. I was too lazy to calculate the exact slow percentage based on level when I made that post, so I quickly guesstimated the percent at 67.
When reversing the slow you would multiply the number by how many times the inverse of the percentage goes into 100%. For example, 25% goes into 100% four times. 100% / 25% = 4.0.
Actual logged damage from a single Ionat fight = 23088 damage / 1248 seconds = 18.5 DPS (Slowed by 75%) x 4.0 = 74 DPS.
We know this 74 DPS value is correct based on the average damage from the damage table:
[44, 54, 64, 74, 84, 94, 104, 115, 125, 135, 145, 155, 165, 176, 186, 196, 206, 216, 226, 237] = 2801 damage / 20 damage values = 140.05 damage x 0.5 Hit Rate = 70.5 DPS average
The 23088 damage value was hits from the Weapon Damage Table only. It was not including Kick/Bash DPS. Ionat simply did a bit more damage to me in this particular fight than the expected average. The game also adds some weight to the dice when rolling on the Weapon Damage Table based on a mitigation formula. In this fight I got 2 rolls that use the first 10 values in the Weapon Damage Table for every 1 roll that uses the last 10 values in the Weapon Damage Table.