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Old 01-29-2024, 03:25 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
You're still using 2.2DPS for the scourge proc when it should be 0.75DPS.
You're using averages wrong, again. Please learn how to use them. This entire example is using averages, which are backed up by in-game data.

https://wiki.project1999.com/Weapon_Procs - looking at the formula, (75 Base + 60 from Buff) DEX/170 + 0.5 = 1.3 PPM. The JBB Shaman is in melee combat for 116 seconds when accounting for the 16 seconds you are rooting + pet tanking.

This means you are getting 2.4 procs per encounter baseline on average. You divide this number by 2 so you can account for the JBB reducing the number of swings you are doing per minute by half. 1 proc per encounter is a very safe bet. The final PPM value is therefore 0.5. This means you are getting an average of 1 proc halfway through the fight on a 2 minute fight. It's a coin flip per minute. If Heads is Success and Tails is a failure, you end up with these possibilities: [Heads, Tails] = Full DoT DPS. [Tails, Tails] = Zero DoT DPS. [Tails, Heads] = Half DoT DPS. [Heads, Heads] = Full DoT DPS. Averaging that out you have [1, 0, 1, 0.5] / 4 = 62.5% of DoT damage on average.

I'll just put it down to 50%, which is 544 Total DoT Damage / 2 (Half Ticks) + 40 (Direct Damage) = 312 / 132 = 2.36 DPS. When including white damage, the total should be realistically more like 3-4 DPS, but I keep it at 2.2 DPS just because it already works well enough.

The Shaman can also put on more DEX gear to increase their PPM, as they only have 135 DEX in my example.
Last edited by DeathsSilkyMist; 01-29-2024 at 03:48 PM..
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Old 01-29-2024, 03:52 PM
bcbrown bcbrown is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
You're using averages wrong, again. Please learn how to use them.
There you go with the insults. Are you that confident that I'm getting my calculations wrong?

You can't just assume a single proc halfway through the fight. Sometimes there will be long stretches with no procs at all - some fights won't have a single proc. Some fights will have multiple procs back to back - these don't double up the damage, though, because it procs a dot, and so procs don't stack.

You can model the procs as a binomial distribution - a series of weighted coin flips. You can then sum the expected damage from each individual swing and take the average of that.
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Old 01-29-2024, 04:00 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
There you go with the insults. Are you that confident that I'm getting my calculations wrong?
It is genuinely not an insult, nor did I mean it as such. I am stating the fact that you have used averages wrong multiple times in this thread, and have yet to correct the behavior.

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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
You can't just assume a single proc halfway through the fight. Sometimes there will be long stretches with no procs at all - some fights won't have a single proc. Some fights will have multiple procs back to back - these don't double up the damage, though, because it procs a dot, and so procs don't stack.
Of course! Nor am I denying that is what will happen in individual fights.

Melee combat works the exact same way as weapon procs. 10 DPS is the average in our example, but sometimes individual fights will be 7 DPS, 13 DPS, etc. On a long enough timeline it still averages out to 10 DPS.

The reason why you are using averages wrong is because you are trying to put a single variable using one type of average into an equation using a different type of average. It is an apples to oranges comparison.

You are basically saying "There was one fight were I got zero procs per minute, therefore you are getting 0 DPS from the proc across the average of all fights". It's not correct.
Last edited by DeathsSilkyMist; 01-29-2024 at 04:06 PM..
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