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#1
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2. I provided the formulas so you can plug in the numbers. You can then come back with your findings. That will provide the answers to your questions. 3. You are overvaluing 1 extra kill per hour. On an Iksar without Blood Ember Clickies, a bit of extra mana could save your life if you are trying to maximize kills per hour while minimizing meditation times. You will be getting closer to emptying your mana pool in that case. You can also run into scenarios where you fail FD multiple times, and need to life tap to stay alive while waiting for FD to cooldown. This will drain your mana pool. Not dying from a situation like that can also save you time and give you more kills per hour. You cannot simply assume you are gaining no benefit from INT. Both STR and INT are providing small bonuses that may or may not help, and will not be noticeable most of the time.
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Last edited by DeathsSilkyMist; 08-14-2023 at 03:17 PM..
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#2
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Seriously, imagine a situation where you burn 100% of your mana on lifetaps while chain FD failing trying to split a room, think about the absurdity and rarity of that. | |||||
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Last edited by Lune; 08-14-2023 at 03:27 PM..
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#3
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I have edited the post to remove further confusion.
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Last edited by DeathsSilkyMist; 08-14-2023 at 03:20 PM..
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#4
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When I started preliminary analysis, I was expecting results consistent with the "damage interval" concept, which would involve 20 unique damage values, where the distribution across those values is a function of the relative attack and defense values. Out of ~240 hits, I found ~110 unique values, so my mental model is incorrect. I could type up a lot more about why it's important to do preliminary hypothesis checking like this, but I know you'd just disregard it. Sorry bud, but I'm done with you. Quote:
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auto roll = RollD20(hit.offense, mitigation); hit.damage_done = max(roll * hit.base_damage + 0.5), 1); | ||||
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#5
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If you are doing this in good faith, you would not assume I am being mean to you in some manner. I honestly am not.
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#6
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#7
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For those that are interested, ac won by a landslide in those eras. It didn’t stop the debate from raging for YEARS on the warrior and sk forums. The debates were nasty. I think I logged hundreds of hours parsing fights defensively to help settle the debate. It was possible, with sufficient ac to completely eliminate DI20 incoming hits even on standard length boss fights. The hp centric tank (warriors especially) had a few thousand more hp but the ac centric tank would receive 45-50% of incoming hits for minimum damage (vs 32-37% for the hp tank and like 0.001% or less hits for max vs 2-5% max hits for the hp focused tank … against raid bosses. On trivial expansions old raid targets and all group content I would regularly never see a DI over 16 (4 highest hits completely eliminated). So yeah a few thousand more hp to hopefully survive being one rounded vs making it statistically nearly impossible to receive one of those tank killing max rounds to begin with. Healers clearly preferred the latter. So yeah I am assuming we still follow a DI 1-20 model here … but not certain. It may not have been introduced until PoP/LDoN/GoD era. It was definitely in by Omens of War and epic 1.5/2.0 - that’s when all those fancy 90hp + whatever augs started appearing on minor raid mobs. I always went for the 20-25-30 ac augments.
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Last edited by Troxx; 08-15-2023 at 10:03 AM..
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#8
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#9
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I have had FD fail multiple times due to bad RNG on quite a few occasions. FD has a random chance to fail, it is not guaranteed to succeed. You cannot control that via player skill. You are simply making silly assumptions because you want to be right. Remember that I have actually leveled an SK to 60. Mana is more important to Iksars, because they are the only race that cannot use Blood Ember Clickies. They have less ways to save mana, and thus are more likely to have mana issues.
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Last edited by DeathsSilkyMist; 08-14-2023 at 03:27 PM..
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#10
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