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  #641  
Old 01-30-2024, 10:41 AM
Troxx Troxx is offline
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  #642  
Old 01-30-2024, 10:49 AM
Troxx Troxx is offline
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https://www.project1999.com/forums/s...&postcount=531

This post was the actual math. You clearly do not understand it. bcbrown is being exceedingly patient in trying to explain it to you. You’re either just unwilling to listen or incapable of understanding it. If it’s the latter, he’s trying to start by giving you a foundation (basics) from which he can then help you to understand the more complicated math.

At this point it sounds like you’re just unwilling to listen and learn. In all honestly I do think you are intelligent enough to actually understand it - if you would take the time to just listen and learn.
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  #643  
Old 01-30-2024, 11:00 AM
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.]
https://www.project1999.com/forums/s...&postcount=531

This post was the actual math. You clearly do not understand it.
Bcbrown has already admitted that hit rates and proc rates work same. I've shown him how the damage table works, which is how we are coming to the 10 DPS average for the mob in our example. This was supported by data from the game https://www.project1999.com/forums/s...&postcount=620

Bcbrown is applying the incorrect math and doesn't realize it. I have been extremely patient with him, but he still refuses to understand.

You have a pattern of agreeing with other people who support your position, regardless of the facts.
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  #644  
Old 01-30-2024, 11:20 AM
Troxx Troxx is offline
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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
Ever since I asked this question, you've done nothing but stall, evade, and deflect.
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  #645  
Old 01-30-2024, 11:24 AM
Toxigen Toxigen is offline
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all this math and still no warder loot
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  #646  
Old 01-30-2024, 11:49 AM
DeathsSilkyMist DeathsSilkyMist is online now
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Here is a simplified example of how P99 is doing the averages for white damage hits and procs, both DD and DoT:

Criteria
1. Hit Rate and Proc Rate Work the Same.
2. Mob Swing 10 times per minute.
3. 50% Hit Rate in our example.
4. Player Swings 5 times per minute.
5. Player has 1 Proc Per Minute (PPM) due to having 85 DEX.
6. We assume the mob always hits 5 times on average per minute at a random time.
7. We assume the weapon always procs once on average per minute at a random time.
8. Each swing has an equal chance to proc the weapon.
9. Each swing has an equal chance to hit.

Ionat Weapon Damage Table:
[44, 54, 64, 74, 84, 94, 104, 115, 125, 135, 145, 155, 165, 176, 186, 196, 206, 216, 226, 237] = (2801 damage / 20 damage values) = (140.05 damage x 0.5 Hit Rate) = 70.5 DPS average

More details on the Ionat Weapon Damage table using real log data to support the 70.5 DPS average can be found here: https://www.project1999.com/forums/s...&postcount=620 Log data can be downloaded in this video's description: https://www.youtube.com/watch?v=oPxeOVuX0G8

Mob will randomly select 5 values from this damage table at 5 random points within a minute, depending on when they hit: 6 seconds, 12 seconds, 18 seconds, 24 seconds, 30 seconds, 36 seconds, 42 seconds, 48 seconds, 54 seconds, 60 seconds.

Player with Direct Damage Proc Weapon:

[tick 2: 400, tick 4: 400, tick 6: 400, tick 8: 400, tick 10: 400] = (2000 damage / 5 tick points) = (400 damage / 60 seconds) = 6.66 DPS average

Player will select 1 specific value from this table at these possible points within a minute, depending on the tick they proc the weapon: tick 2 = 12 seconds, tick 4 = 24 seconds, tick 6 = 36 seconds, tick 8 = 48 seconds, tick 10 = 60 seconds

I am not trying to suggest weapon procs are tied to ticks. It just so happens 5 swings per minute would trigger on a tick each time, assuming you turned auto attack on at 0 seconds. This is an analogy to better explain the DoT example below.

Player with Scourge DoT Proc Weapon First Proc:

https://wiki.project1999.com/Scourge

[tick 2: 208, tick 4: 184, tick 6: 136, tick 8: 88, tick 10: 40] = (656 damage / 4 ticks points + 1 initial DD) = (131.2 damage / 60 seconds) x 1.0 PPM = 2.18 DPS on average

Player will select 1 specific value from this table at these possible points within a minute, depending on the tick they proc the weapon: tick 2 = 12 seconds, tick 4 = 24 seconds, tick 6 = 36 seconds, tick 8 = 48 seconds, tick 10 = 60 seconds

These values are the possible damage values based on when the DoT triggers. 208 damage is if the DoT triggers at 12 seconds, 184 damage is if the DoT triggers at 24 seconds, etc.

I am not trying to suggest weapon procs are tied to ticks. But the DoT is dependent on ticks, so we need to look at which tick the DoT was triggered on.

Player with Scourge DoT Proc Weapon Subsequent Procs while DoT is active:

[tick 2: 40, tick 4: 40, tick 6: 40, tick 8: 40, tick 10: 40] = (200 damage / 5 ticks) = (40 damage / 60 seconds) x 1.0 PPM = 0.66 DPS on average

Player will select 1 specific value from this table at these possible points within a minute, depending on the tick they proc the weapon: tick 2 = 12 seconds, tick 4 = 24 seconds, tick 6 = 36 seconds, tick 8 = 48 seconds, tick 10 = 60 seconds

I am not trying to suggest weapon procs are tied to ticks. It just so happens 5 swings per minute would trigger on a tick each time, assuming you turned auto attack on at 0 seconds.

This damage gets added to the First Proc DoT damage above.
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  #647  
Old 01-30-2024, 12:49 PM
Toxigen Toxigen is offline
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none of this means anything when a mid 50s shaman does what they're supposed to do....


....find the most geared melee possible and duo


and guess what? regen is better for this by a country mile
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Last edited by Toxigen; 01-30-2024 at 12:52 PM..
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  #648  
Old 01-30-2024, 12:53 PM
DeathsSilkyMist DeathsSilkyMist is online now
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Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
none of this means anything when a mid 50s shaman does what they're supposed to do....


....find the most geared melee possible and duo
Duoing is a great option. For people who like to solo instead, JBB is the best leveling tool if you don't have Epic. Iksar's can't use JBB, so they will just have to root/rot instead. They need to focus on getting Fungi Tunic. Unless you have enough money to buy both Epic and Torpor, do not buy Epic and become broke at level 60. Being level 60 with Torpor and no Epic is better than being level 60 with Epic and no Torpor. Using liquid options like Fungi Tunic, Fungi Staff, and JBB allow you to buy these items temporarily to speed up your leveling experience, and then you can sell them back for Torpor later.
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  #649  
Old 01-30-2024, 01:05 PM
Jimjam Jimjam is online now
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Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
none of this means anything when a mid 50s shaman does what they're supposed to do....


....find the most geared melee possible and duo


and guess what? regen is better for this by a country mile
Always good fun to grab a couple of pals and level up some fresh iksar using Kunark-only routes. As much of a fan of Vanilla as I am, it just doesn’t feel quite the same doing the equivalent on other races.
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  #650  
Old 01-30-2024, 01:18 PM
DeathsSilkyMist DeathsSilkyMist is online now
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Quote:
Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
Ever since I asked this question, you've done nothing but stall, evade, and deflect.
Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
https://www.project1999.com/forums/s...&postcount=531

This post was the actual math. You clearly do not understand it.
As for why Bcbrown is wrong, using math terms:

https://byjus.com/maths/binomial-dis...%20of%20events.

Quote:
Binomial Distribution Vs Normal Distribution

The main difference between the binomial distribution and the normal distribution is that binomial distribution is discrete, whereas the normal distribution is continuous. It means that the binomial distribution has a finite amount of events, whereas the normal distribution has an infinite number of events.
I am using a Normal Distribution for ALL of the averages found in this post https://www.project1999.com/forums/s...&postcount=523 and this post https://www.project1999.com/forums/s...&postcount=646

Bcbrown is trying to change the weapon proc rate specifically to a binomial distribution, while leaving the rest of them as normal distributions. Comparing a finite amount of events to an infinite number of events is an apples to oranges comparison.

If you flip a coin an infinite amount of times, you will end up with a mean of 0.5 (50% Heads, 50% tails).

if you flip a coin a finite amount of times, your results will vary. You could get HHHT, TTTH, HHHH, TTTT, etc.

If Bcbrown wants to show the averages using binomial distributions, he will need to do the same for all of the other normal distributions. This means a binomial distribution for mob DPS, a binomial distribution for spells that includes resists/partial resists/interrupts/root breaks/fizzle rates, a binomial distribution for Pet DPS, a binomial distribution for Player white damage DPS, etc.
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