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#441
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Last edited by DeathsSilkyMist; 11-24-2024 at 05:23 PM..
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#442
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None of my level 60s that I play regularly on raids are in primary dps roles.
There's some nuance that I do not understand but I do know that for the following classes the best dps possible is found with the BiS (or same/close tier) 2handers: Monk Ranger War Sk Pal .... so yeah pretty much every melee dps class but rog.
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#443
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Reposting as I added a lot of text.
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In my defence I’ve not fully delved all the threads yet, some are pretty intense! Ah, well that is disappointing the link expired. To recreate it the advanced search term was just ‘mitigation’ with author of ‘Torven’. | |||
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#444
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A normal distribution looks the standard bell curve: values near the mean are more common than values near the tails. But there's other curves. For example, a flat line straight across the chart means every value is equally likely. This would correspond to rolling a single d10, for example: all integers from 1 to 10 are equally likely. The standard deviation (or variance) is a number that describes how "compressed" the curve looks. It's a measure of how close to the mean you can expect a random value to be. A rule of thumb is that about two thirds of the time, you should get a value that's within one standard deviation of the mean. So if you have a mean of 50 and a standard deviation of 5, you should get a value between 45 and 55 two thirds of the time. But a mean of 50 and a standard deviation of 20 would mean you'd get a value between 30 and 70 two thirds of the time - you'd see a lot more variation. [You must be logged in to view images. Log in or Register.] Here's a chart that shows means and variance for a bunch of common distributions. We've already discussed normal and uniform distributions. The distribution for flipping a single coin is a Bernoulli. Flipping n coins all together is a Binomial. Nuclear radiation is described by a Poisson; note that it's characterized by lambda, the "half life". If you had a kilogram of Plutonium-238, after 87.7 you'd have only 500 grams, with the rest having undergone radioactive decay into something else. What's special about normal distributions is the central limit theorem. What it says is that if you draw a large number of samples from any distribution, the distribution that describes the average of all your samples will be normally distributed. That's a really hard thing to understand and explain - I don't feel like I fully understand it. The simplest way to put it is that although normal distributions describe lots and lots of things, there's other distributions as well, and a mean and standard deviation isn't just about normal distributions. However, your intuition that "the values which are out of bounds are getting lumped into the dice as rolls of 1 or 20 (i.e. min or max damage)" as an explanation for why we see spikes at the min or max values seems reasonable. That's what I've been assuming, too. It doesn't explain the spike in frequency at the ~average, though. | |||
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#445
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you and your damned math textbooks ...
I'm fairly smart but that shit gives me a headache [You must be logged in to view images. Log in or Register.]
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#446
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#447
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I appreciate the conversation has become civil again. Thank you to Troxx, BcBrown, and Jimjam.
To Bcbrown. With respect, my hunch is you are a little too pre-occupied in the theory of statistics, to the detriment of applying statistics practically. Using the normal distribution in this post: https://www.project1999.com/forums/s...&postcount=440 I was close enough to the parse data to support my position. My explanation is much better than any other explanation that has been given thus far. This is especially true considering the resistant nature of posters to supply data. My explanation shows how you come to the conclusion of "trivial" mobs, and why "non-trivial" mobs start to parse differently. As a bonus, it is friendly to both the formula and the programming code when looking at Torven's work. Any contrarian could always proclaim that my data was insufficient, and thus it isn't valuable. But you should understand that the probability of getting the same pattern of results across multiple 10 minute parses, and a single 3 minute parse, on different mobs, is improbable if you want to claim my data is just random. Especially when the data matches my formula quite well.
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Last edited by DeathsSilkyMist; 11-24-2024 at 06:08 PM..
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#448
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Edit: I thought this would be an interesting extra point, according to a quick search, p99 branched from eqemu in 2009. Now obviously, Torven may have written the code before making the post (2014) but I'd say there is a good chance p99 is using either a more rudimentary damage roll OR on of the p99 devs may have either copied Torven's work or created their own die. I'd love to know which it may be. Edit edit: DSM I'm gonna dig further into that post you made which included the code now I feel I have a rough estimation of what was posted there and it's potential relevance (or maybe not!) to p99. | |||
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Last edited by Jimjam; 11-24-2024 at 06:19 PM..
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#449
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This is probably what you were thinking of when you described it as a roll-off. | |||
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#450
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If you compare the code to the wiki page, you can see what Torven did. First, there's some futzing around to come up with some multiplier values, and then they're used to modify some value calculated for the mean. Then, the Box-Muller transform is used to draw a random sample from a normal distribution with the mean calculated earlier, and standard deviation of 8.8. So two thirds of the time it'll be within +/- 8.8 of whatever that mean value is. Then the tails are clipped so any values outside [-9.5, 9.5] are set to -9.5 or 9.5. Then you add 11 and round down, so now it'll be between 1 and 20. It's doing essentially the same thing as the other implementation I posted, just using a slightly different distribution to pick which DI from 1 to 20 to use. | |||
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Last edited by bcbrown; 11-24-2024 at 06:40 PM..
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