Project 1999

Go Back   Project 1999 > Class Discussions > Tanks

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 08-15-2023, 01:16 PM
DeathsSilkyMist DeathsSilkyMist is online now
Planar Protector

DeathsSilkyMist's Avatar

Join Date: Jan 2014
Posts: 8,296
Default

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
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).
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.
Last edited by DeathsSilkyMist; 08-15-2023 at 01:21 PM..
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:00 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.