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#451
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idk why yall dont just parse on like vindi and see what weapon options yall have. i get you done your 52 or whatever but for instance on ranger i promise no matter what 1h combo you use on a ranger i will beat it plain and simple with my cek sword. if you have the option to get a baton or kflame you have access to cek 2h as well. its not just a couple dps, its ~10-15dps difference. this isnt theorycraft, this is my years of parsing with it.
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#452
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#454
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Vindi refuses to use me as a parse subject (yes, mobs parse us as well) so I cant offer my data.
Dingodong whimpers insignificantly. This target is trivial and provides zero usefulness as a parse subject. | ||
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#455
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Quote:
I looked at the giant's hits against DSM, and I saw some weak indications of something similar; 20% at min hit and 13% at max hit. The other interesting thing I noticed was that your histrogram shows Jibartik with exactly 20 unique hit values. The giants were similar: almost all the values fell into 20 distinct values, but 1% didn't fit that pattern. Everything I've seen when looking at player damage points toward that pattern not occuring in player hits. DSM's unique hit values on the giants, for example, ranges from 35 in mainhand punches to 93 in IFS hits. This suggests a conclusion that: * mob damage and player damage have different calculations * player damage has something to add some noise to "smear" hit values across more unique values * this difference in calculation, either intentionally or unintentially, leads to a high percentage of player hits at some value that's right around the average for that weapon. There's some code in the EquEmu implementation that looks like it might be adding that noise: Code:
int basebonus = hit.offense - damage_table.minusfactor; basebonus = std::max(10, basebonus / 2); int extrapercent = zone->random.Roll0(basebonus); int percent = std::min(100 + extrapercent, damage_table.max_extra); hit.damage_done = (hit.damage_done * percent) / 100; Jimjam, you said you recalled a thread where Rogean discussed the damage calculations. Would you mind doing a little digging? All I could find were some patch notes without a lot of detail. | |||
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#456
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https://www.project1999.com/forums/s...d.php?p=690963 Third post in has link to code, someone else repeats it lower down. I don't know whether this has since been tweaked. I'm sure it has been as now I look it is a 2012 post! [You must be logged in to view images. Log in or Register.]
Here is how I found it: Advanced search Keyword Damage bonus Find posts by user Rogean Show results as Posts | ||
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#457
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Ah, that thread wasn't as helpful as I had hoped. Thanks nonetheless.
I read Torven's thread you linked earlier and it was helpful. A couple things jumped out. Torven has an appropriate attitude towards parsing. I already think he's credible: Quote:
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#458
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This thread recovered like a stuntman(person). Awesome job!
Didn't there used to be a theorycraft website for everquest? Moot, i know cause it was mid-pop but I'm really glad to see the mathFu turning over rocks even after the p99 servers have gone to pasture. | ||
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#459
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#460
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