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			#41  
			
			
			
			
			
		 
		
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			 Quote: 
	
 Your "U damage per break" formula would be correct if mobs did a random amount of damage within their range. They don't. It is generally a very reliable mechanic to compute any given mob's DPS on any given target. Therefore your admittedly clever deaths per hour ratio is founded on a bad premise. Also, I will take the same damage per break as you, because my AC will be the same. Because Enchanter AC tops off extremely quickly due to gear. Something that has already been explained.  | |||
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			#42  
			
			
			
			
			
		 
		
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			 Slave your problem is that your math is leading you to crazy places and rather than activating your common sense and going back and checking your assumptions you are continuing to believe in it.  
		
		
		
		
		
		
		I think your 10 minutes/2400 damage are both wrong (charmed pets hit for 140, not 200, they don't always DW/DA, they don't always hit for max damage, I stun and take an average of 2 rounds, etc. Of course, sometimes you get interrupted or bashed and then things get ugly). But anyway the specific numbers you picked aren't the problem, your problem is that your reasoning itself is wrong, starting here: Quote: 
	
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			#43  
			
			
			
			
			
		 
		
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 2400 damage is the damage you save in 6 seconds, the time that you (would have, if mobs did 200 per swing, sorry) gain(ed) every 10-minute charm session PER ONE PERCENT DIFFERENCE. It's still over a 1,600 damage potential for every 1% difference in duration if the maximum that a charmed mob can hit for is 140. edit: changed 16,000 to 1,600 in final sentence  | |||
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						Last edited by Slave; 10-02-2012 at 04:10 PM..
					
					
				
			 
		
		
		
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			#44  
			
			
			
			
			
		 
		
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			 Those shocking numbers are NOT EVEN CONSIDERING the following: 
		
		
		
		
		
		
		1) The longer you have something charmed, the more damage it will do and the less damage your party will take from mobs. 2) Initial Charm/Mez/Lull resist rates will be lower with higher Charisma 3) If the Enchanter is being attacked more over time, he's doing less CC, causing the group to endure more dps or regaining less mana.  | ||
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			#45  
			
			
			
			
			
		 
		
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			 Quote: 
	
 And that's why i disagree with how complicated your proposed testing would have to be. Yes, that would all be great, but as you pointed out what we have right now is experienced based opinions (worth a lot more than nothing but not much vs. actual measured data). We don't even have a rough order of magnitude on the effect of charisma on charm duration right now. And this isn't rocket science, its a (pretty stupid) game. Data at the level of that post you linked to would be more than adequate for our needs. A fairly simple test I am considering that could be done while exping -- grab a cleric buddy, go exp for a few hours with the same charmed pet. Spend hour with all cha gear off, spend an hour with it all on. Tally the breaks in each scenario. Easy enough to do, just need to keep the pet alive, record start and end times of when the gear goes on/ comes off, and count breaks in the log. See what it spits out after one cycle, then do it again, etc. If charisma has any significant impact on charm duration it should emerge from the data fairly quickly (and repeatably). Obviously if there is no big difference there's not much point in checking again with 200 vs 255 [You must be logged in to view images. Log in or Register.] -Propo Fol  | |||
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			#46  
			
			
			
			
			
		 
		
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			 Quote: 
	
 Our timeline: 0 seconds: Enchanter A (200 cha) and Enchanter B (255) both charm a mob 600 seconds: Enchanter A's charm breaks 606 seconds: Enchanter A has taken 2400 damage but has the pet under control again. 606 seconds: Enchanter B's charm breaks 612 seconds: Enchanter B has taken 2400 damage but has the pet under control again So at this point A and B have taken exactly the same amount of damage. By the time B has suffered 100 breaks, A will have suffered 101, thus taking exactly 1% more damage. Your math only makes sense if A sits around getting beat on until B's charm breaks. I don't think I can explain this any better than I am now, so if you still think your math is correct we'll have to agree to disagree.  | |||
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			#47  
			
			
			
			
			
		 
		
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 I can only say that an hour won't be enough. If we assume you're charming something with an average duration of 5 minutes, you'll need 3-4 hours under each set of conditions.  | |||
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						Last edited by Splorf22; 10-02-2012 at 05:38 PM..
					
					
				
			 
		
		
		
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			#48  
			
			
			
			
			
		 
		
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			 Quote: 
	
 Even in your example, Charisma is directly correlated with taking less damage over time. When you say "A and B have taken exactly the same amount of damage," that's true. What you left out is that the timetable is different. Your phrase "at this point" is inaccurate. At no time have Enchanter A and Enchanter B taken the same amount of damage. Enchanter B has taken less damage over time due to his Charisma. This is not even mentioning mana over time, which you will have a lot more of with more Charisma as well. Even when discussing it purely on a defensive level, the Enchanter with the higher Charisma takes less damage.  | |||
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			#49  
			
			
			
			
			
		 
		
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			 Someone is WRONG on the internetz! 
		
		
		
		
		
			
				__________________ 
		
		
		
		
		The Ancient Ranger 
			Awake again.  | ||
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			#50  
			
			
			
			
			
		 
		
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			 Quote: 
	
 You're free to gear your enchanter however you want, just know that Save wears a Fingerbone Hoop (-10) and a Helot Skull Helm (-15) which gives him 150 or if he even uses the CHA buff which I'm not sure he does and he manages to solo HS South and East. Of course he also wears a Gem Encrusted Ring so I'm not sure I'd trust his advice on gearing, but the point is low charisma is not the kiss of death.  | |||
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