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#1
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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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#2
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This is probably what you were thinking of when you described it as a roll-off. | |||
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#3
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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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#4
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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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#5
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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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#6
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#8
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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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#9
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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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#10
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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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