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#31
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There have already been people who pointed out that we need CHA for lulls. And the OP has already learned that they had a flawed assumption that charm lands 100% of the time. CHA is assumed to reduce initial check. As is level. As is MR. So this whole conversation about whether or not CHA affects charm duration might be cool to figure out, but from the two statements above, it is moot because you will have CHA already. And Wilson might say that the tests from the first post show no statistical difference, but this is magic, baby, and the enchanter sees the difference between the two graphs. So, ultimately, my statement to Wilson is that I am in agreement with the following: Quote:
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#32
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![]() Yeah.
Coincidentally I've been playing a lvl9 DE cleric and at 65cha I'm getting 50% crit fail on lulls. I'm not even getting resists it either sticks or it crit fails. I remember my ench with ~110cha was getting 10-20% in similar circumstances. At 59 with 255cha in HS north I'm probably somewhere between 5-10% but the consequences are much dire, I'd work toward 300 if it could get me sub 5%. Above 10% it is probably considered unusable if you're doing risky lull jobs. I'm sure you could get to 60 without lull but you'd be locking yourself out of so many good spots for no particular reason. I can't remember the last time I got a charm initial resist so one could drop cha until they start getting some but that means you'd most likely get AE mez/stun resists and that's a big no no. What for exactly anyway? Sacrifice your main line of defense for an extra 200 hp/mana? You could be a little more efficient but is the extra risk worth it? But then chain mezzing/rooting/blurring adds because you couldn't lull is inefficient. I'm trying really hard to find a scenario where you wouldn't want near max cha but outside of being a raid C2/haste bot I really can't find one that wouldn't cripple you. | ||
#33
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![]() I don’t even ench and know that charm will break, crit lulls will happen, it’s the player that either lives or dies.
I also didn’t think it was overly difficult capping CHA buffed, and having a decent amount of mana with all the taps and c2. Most people can pull this off with EC gear and are still better soloers than almost every other class, in most situations. Personally my Lull classes have a moderate set of CHA gear as the diminishing returns seems to hit hard past the mid 100’s. For messing with light blue cons that’s good enough and you don’t need to swap out 20 pieces of gear. | ||
#34
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#35
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What is difficult is balancing CHA, INT/mana, HP, and MR all at once while not being encumbered. That's going to be a little harder in EC gear. If you start with the most important stat as high as possible, though, it gives you more wiggle room to get more HP and MR. | |||
#36
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__________________
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Green: Feressa | |||
#37
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#38
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![]() I made a streak calculator:
https://drive.google.com/file/d/18gz...usp=drive_link - minified https://drive.google.com/file/d/1eT1...usp=drive_link - unminified You can copy the code into https://playcode.io/javascript and run it. The results will display in the "console" window. In the "web view" window there is a green play button you can use to run the calculation again. I'd suggest using the minified version, as playcode.io starts to ask for money if the line count is greater than 8. If you take a look here, this is the minimum chance for a charm break in the EQEMU code: https://github.com/EQEmu/Server/blob...ells.cpp#L5546 Quote:
The roll against the resist_chance is here: https://github.com/EQEmu/Server/blob...ells.cpp#L5562 Quote:
The streak calculator rolls millions of dice and does the if(roll > resist_chance) check on each roll until you get a fail. Each time you fail is a streak. So if you rolled 5 successful rolls in a row and then 1 fail, that is a streak of 5. The average charm duration is based on what the resistance chance is. The higher the resistance chance, the worse your average. You can see that the calculator data has the same pattern as OP's data: [You must be logged in to view images. Log in or Register.] TLDR: When rolling a d200 with a minimum resistance chance of 12.1212, the average charm duration is 40 ticks when your max charm duration is 190 ticks. If you want the average based on when the data tapers off, the average charm duration is 27 ticks when the data tapers off at 82 ticks. The average charm duration is based on what the resistance chance is. The higher the resistance chance, the worse your average. The reason why we can average the Successful Dice Roll Streaks is because the basis for the calculation is simply millions of dice rolls, which approach a normal (gaussian) distribution via the central limit theorem.
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Last edited by DeathsSilkyMist; 04-19-2025 at 02:01 PM..
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#39
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![]() all that matters is FT8
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#40
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