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#181
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#182
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#183
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Using (2*dmg + bonus)/delay, 32.34/40 comes out to a 1.89 ratio, very slightly better than the 1.83 ratio for SBoZ under this approach. 31/40 comes out to 1.825, 32/40 comes out to 1.875, 33/40 is 1.925. So under your approach, these would be ranked best-to-worst as 33/40, 11/18, 32/40, 31/40. Under Snaggles' approach, the ranking would be 33/40, 32/40, 11/18, 31/40. To back-run the equivalent 40-delay weapon as SBoZ under DSM's approach: 3b: 46.40 / 40 = 1.16 3a: 81.8 + 11 = 92.8 average damage * 0.5 miss rate = 46.40 3: (154.6 + 9) / 2 = 81.8 2c: 32.34 * 2 * 239 / 100 = 154.58 Does that look correct, DSM? | |||
Last edited by bcbrown; 06-11-2024 at 03:50 PM..
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#184
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Blam Stick 1. 225 Offense Skill + ((2 * (231 Strength + 21 ATK from 1x AoB and Firefist) - 150) / 3) = 343. 2a. 350 - 65 (Minusfactor from damage table) = 278 2b. (285 / 2) + 100 = 239 2c. ((30 Weapon Damage * 2) * 239) / 100 = 143.4 max damage before damage bonus 3. 143.4 + 9 (min damage) / 3 = 50.8. average damage 3a. 50.8 + 11 (damage bonus) = 61.8 damage average * 0.5 miss rate = 30.9 3b. 30.9 / 40 (delay) = 0.77 ratio SBoZ 1. 225 Offense Skill + ((2 * (231 Strength + 21 ATK from 1x AoB and Firefist) - 150) / 3) = 343. 2a. 350 - 65 (Minusfactor from damage table) = 278 2b. (285 / 2) + 100 = 239 2c. ((11 Weapon Damage * 2) * 239) / 100 = 52.58 max damage before damage bonus 3. 52.58 + 9 (min damage) / 3 = 20.52 average damage 3a. 20.52 + 11 (damage bonus) = 31.52 damage average * 0.5 miss rate = 15.76 3b. 15.76 / 18 (delay) = 0.87 ratio As you can see, the difference between Blam Stick and SBoZ is now 0.1 instead of 0.07. Not a huge leap, but SBoZ gained ratio. So with these formulas you can see the specific gains for different scenarios roughly speaking.
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#185
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![]() Ultimately as long as the system has some degree of common sense and is used consistently, I wouldn’t knock any someone tweaking their own.
Many of the spreadsheets either assume an optimistic offhand swing ratio or uses outdated damage bonuses for 2h’s. This makes dual wield look far better than it is. People rarely look at the cell calculations too…which is troubling. I’ll let Excel do my math but I’d like to know how it’s doing it, lol. | ||
#186
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![]() Seems to me that DSM's approach is indeed more accurate, but that the (2*DMG + bonus) / delay is so much simpler with only minimal loss in accuracy (32.1 SBoZ equivalence at 40 delay instead of 32.4 in this scenario) that I understand why that's the popular rule of thumb. And that last example also helped me understand why SBoZ gets even better at high AC targets.
I have some follow-up questions to help clarify some of the mechanics I still understand poorly: Quote:
The damage table thing you linked shows { 285 Max Extra, 23 Chance, 65 Minusfactor }. The calculation you did uses the Minusfactor value. What do the other two numbers do? Is the calculation you provided documented anywhere on the wiki? And lastly, as an FYI, if you click the line number in Github it updates the URL to to link directly to that line: https://github.com/EQEmu/Server/blob...tack.cpp#L5285 | |||
#187
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https://lucy.allakhazam.com/dmgbonus.html?setcookie=1 Quote:
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Last edited by DeathsSilkyMist; 06-11-2024 at 04:41 PM..
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#188
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![]() I'd be happy to collaborate with you on the wiki update, or serve as a reviewer to double-check the math, because https://wiki.project1999.com/Game_Me...bat_and_Damage is the only wiki reference I see, and it's very much incomplete and outdated.
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#189
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Oh and minimum damage calulations.
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Last edited by DeathsSilkyMist; 06-11-2024 at 04:59 PM..
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#190
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![]() On the subject of rounding dmg, how does this work woth the 20 damage intervals? Is it round up to 1 otherwise round to closest?
Code:
for i=1,20 if((i/10*dmg)<1,1,ROUND(i/10*dmg)) | ||
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