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  #1  
Old 11-21-2024, 03:52 PM
DeathsSilkyMist DeathsSilkyMist is online now
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I always laugh at how bad that Vexenu's analogy was. It has no relationship to P99 or my posts. I can't imagine the mental gymnastics involved when making it.

The simple fact that Troxx brought that up again shows his brain doesn't understand the flaws in the analogy.

Troxx thinks that telling people he will give you his parses and data for 150USD makes him look good. So I guess we can't expect too much from him.

It is clear he is living in a delusion, where he thinks his parses and data are flawless, but he can't share them with anyone. Nobody is worthy.
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  #2  
Old 11-21-2024, 04:16 PM
Crede Crede is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
I always laugh at how bad that Vexenu's analogy was. It has no relationship to P99 or my posts. I can't imagine the mental gymnastics involved when making it.
Vexenu's analogy applies just fine to here. Let me show you why, it's really simple.

The fatigue that Usain Bolt would get by trying to run that fast/far is normal of humans, and we as human players here suffer from the same issue of having limited energy. You even admitted such a thing in this thread as you acknowledged laziness that people have from not utilizing the OH hit with the 2HB.

Being lazy means you do not wish to expend energy, which all people have varying capacities of but we all have a limit. It is the same reason a shaman cannot keep 12 mobs root rotted at a time to maximize dps and sustain it. You will likely burn out from fatigue after 10 minutes, not even factoring in the extreme difficulty of keeping up with timers, controlling mobs, etc. all while 2 other charm pets are churning through mobs [You must be logged in to view images. Log in or Register.]
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Old 11-21-2024, 04:22 PM
DeathsSilkyMist DeathsSilkyMist is online now
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Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
Vexenu's analogy applies just fine to here. Let me show you why, it's really simple.

The fatigue that Usain Bolt would get by trying to run that fast/far is normal of humans, and we as human players here suffer from the same issue of having limited energy. You even admitted such a thing in this thread as you acknowledged laziness that people have from not utilizing the OH hit with the 2HB.

Being lazy means you do not wish to expend energy, which all people have varying capacities of but we all have a limit. It is the same reason a shaman cannot keep 12 mobs root rotted at a time to maximize dps and sustain it. You will likely burn out from fatigue after 10 minutes, not even factoring in the extreme difficulty of keeping up with timers, controlling mobs, etc. all while 2 other charm pets are churning through mobs [You must be logged in to view images. Log in or Register.]
It is physically impossible for Usain Bolt to sprint for 5 days nonstop.

Comparing sprinting for 5 days nonstop to playing a video game non-lazily for an hour or two is just silly.
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  #4  
Old 11-21-2024, 03:51 PM
Jimjam Jimjam is offline
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That is what I call manager maths.
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Old 11-21-2024, 04:24 PM
Troxx Troxx is offline
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It’s sad that you still can’t see the forest, only the one tree in front of you.

Textbook concrete thinking …

Of course you also “didn’t get it” 2 years ago.
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Old 11-21-2024, 04:31 PM
DeathsSilkyMist DeathsSilkyMist is online now
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
It’s sad that you still can’t see the forest, only the one tree in front of you.

Textbook concrete thinking …

Of course you also “didn’t get it” 2 years ago.
Troxx keeps pretending that if he is vague, he looks smart. People see right through this though. It is childish thinking. This is why he has "data" and "parses", he just can't share them.

Yet again, Troxx doesn't know what helps him or hurts him. Perhaps he will sell his interpretation of what he thinks Vexenu was saying for 150 dollars. That will surely make him look good.
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  #7  
Old 11-21-2024, 05:03 PM
Ripqozko Ripqozko is offline
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attack vs the mob ac is how your dice rolls for the higher end more frequently, ie: avatar wont make you hit harder but your roll chance for higher hit and thus better dps. its why 2h is superior, the streaky nature is lowered by higher attack allowing for better parses. thats why only like 3 mobs i use 1h cause ac is too high vs my attack. thats not all the formula but a basic.

edit: position of mob vs you will vastly change your dps too. mob flipping means mobs mitigation raises.
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Old 11-21-2024, 05:11 PM
DeathsSilkyMist DeathsSilkyMist is online now
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Originally Posted by Ripqozko [You must be logged in to view images. Log in or Register.]
attack vs the mob ac is how your dice rolls for the higher end more frequently, ie: avatar wont make you hit harder but your roll chance for higher hit and thus better dps. its why 2h is superior, the streaky nature is lowered by higher attack allowing for better parses. thats why only like 3 mobs i use 1h cause ac is too high vs my attack. thats not all the formula but a basic.

edit: position of mob vs you will vastly change your dps too. mob flipping means mobs mitigation raises.
This is a bit of a misunderstanding.

Let's say there are 100 possible damage values you can get, lets number them 1 to 100 so we can simply roll a d100.

Everquest does limit damage by imposing a maximum damage. If the maximum damage is 80, any roll of 80 or above will be clamped to 80.

This does mean you'll have a 20% chance to roll an 80 instead of a 1% chance, but that is actually a bad thing for DPS. It means any time you rolled a 100, you lost 20 damage due to it being clamped at

If you increase the maximum number you can roll on your damage roll, you will get more damage rolls that are at the maximum damage value. This is why you cast STR on your pet. Their maximum damage value doesn't increase, but the number of times you can roll above the maximim damage value does increase.

But ironically the more damage rolls you can get over the damage cap, the more damage you lose from the clamping.

I am not sure if 1h or 2h has an edge in that regard. I don't know if the 1h and 2h clamps are exactly proportional, or one of them hits the damage cap faster.
Last edited by DeathsSilkyMist; 11-21-2024 at 05:40 PM..
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  #9  
Old 11-21-2024, 05:16 PM
Jimjam Jimjam is offline
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Attack vs mitigation is a roll off, ie two dice, which is why it creates a peak near the centre. Like how two 6 sided dice have a sum of 7 as the most common result.

The peaks which can be seen at the min and max are due to the roll off producing results that are out of bounds so they get lumped in as min or max hits as appropriate. That is my current understanding of it.
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  #10  
Old 11-21-2024, 07:29 PM
bcbrown bcbrown is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Attack vs mitigation is a roll off, ie two dice, which is why it creates a peak near the centre. Like how two 6 sided dice have a sum of 7 as the most common result.

The peaks which can be seen at the min and max are due to the roll off producing results that are out of bounds so they get lumped in as min or max hits as appropriate. That is my current understanding of it.
This is plausible. But the fact that the damage values close-to-half are not higher than average, while the exact half has a strangely higher count, leaves me disinclined to accept that explanation.

Here's the raw data. The first column is the number of times a hit of that value occurred, the second column is the damage.

First, mainhand punch:
 
10 10
1 11
2 12
2 13
5 14
6 15
5 16
7 17
8 18
3 19
6 20
2 21
8 22
5 23
3 24
7 25
7 26
16 27
2 28
3 29
1 30
6 31
1 32
4 35
2 36
1 37
1 38
1 40
2 41
1 42
1 43
1 44

Offhand SoS:
 
5 2
1 4
3 5
3 9
1 10
2 13
3 14
8 15
1 16
2 17
1 18
2 19
1 20
1 22
2 23
2 24
1 26
2 28
3 29
1 30
1 31
1 32
9 34
1 36
3 37
1 39
1 41
1 42
1 46
1 47
1 48
2 49
1 53
1 55
3 57
2 59
1 66

Mainhand IFS:
 
6 22
1 29
1 33
1 45
1 48
2 52
1 53
1 54
1 56
1 60
1 62
1 64
1 65
3 67
1 69
2 71
1 75
1 77
2 79
1 83
1 85
1 86
3 94
2 97
1 99
1 100
1 101
1 102
1 114
1 119
1 123
1 129
1 132
1 133
1 134
1 140
1 151
1 154
1 162
1 169

Offhand punch:
 
4 1
1 3
2 5
2 7
1 10
1 11
2 12
1 14
1 15
3 16
1 17
10 18
1 19
1 20
2 21
1 22
1 24
1 26
1 30
1 31

You can see that on all of them the rolls are biased towards lower hits. But separately there's also big spikes for punches at the halfway value, a moderate spike for SoS, and no spike for IFS.
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