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> Post your character's stats. Discuss your fighting style, Discuss the specifics of your fighting style

 
post Jan 14 2019, 12:13
Post #821
sickentide



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assuming an ideal even distribution of monster HP and damage rolls, and a large enough sample size, the time saved by butcher is equal or very close to its damage boost, and i still consider butcher to be a very useful potency. but with hidden variables and thresholds involved, i can't be as sure of it having its full effect as with overpower, and with the additional benefits given by overpower the full effect becomes difficult to calculate and dependent on equipment choice. so in the end it's mostly speculation and personal preference, and everybody is wrong about everything

let's look at an extreme example:

monsters have between <<1% and 200% health, distributed evenly. your attack always deals 100% damage. you 1-hit 50% and 2-hit the other 50% of monsters. against n total monsters, the total number of hits is (1*0.5+2*0.5)*n = 1.5*n

now you gain 10% attack damage. instead if 1-hitting all monsters up to 100% health, you now 1-hit those up to 110%. this means you 1-hit 55% of monsters and 2-hit 45%. against n monsters, you need (1*0.55+2*0.45)*n = 1.45*n hits

the reduction in hits needed from 10% damage boost would be (1.5-1.45)/1.5 = 3.3%

This post has been edited by sickentide: Jan 14 2019, 12:35
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post Jan 14 2019, 12:27
Post #822
BlueWaterSplash



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What if you used your script to log all damage dealt, and also log the amount of HP overkill on the final blow of each monster? Could that give us a number that could we could use to calculate Butcher waste?

I guess that's not a correct method of analysis either. We might jump to the conclusion that monster A wasted X damage as overkill, yet monster B was underkilled and could have benefited from X more damage. Hmm.
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post Jan 14 2019, 15:08
Post #823
KitsuneAbby



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I don't need calculations to know if my playstyle is satisfying or not. I just see how often I need to heal, how smooth it feels and how much time it takes me to clear a challenge. As for the effectiveness of overpower, I wasn't thinking about how it can help avoiding to waste turns and ultimately lead to a nasty SP blast in our face, but it does make sense. Haste is not stupid either in that matter, provided one can generate enough overcharge, but I'm not sure the overall clear time can get reduced that way.

At least I can confirm that a bullshit high defense saves quite a lot of time, which isn't necessarily true for 5-10% more damage.
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post Jan 14 2019, 15:14
Post #824
sickentide



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QUOTE(decondelite @ Jan 14 2019, 14:08) *

I don't need calculations to know if my playstyle is satisfying or not.

ok, but i'm having fun with this. some more silly numbers:

monsters have 100 < health <= 300. your attacks deal 100, 2-hitting one half and 3-hitting the other half for 2.5*n total hits

raising damage by 50% lets you 1-hit 25% and 2-hit the rest for 1.75*n hits, or a time save of 30%

raising damage by 10% gives you (1*0.05 + 2*0.55 + 3*0.4)*n = 2.35*n, a 6% save

a 1% damage increase gives you (1*0.005 + 2*0.505 + 3*0.49)*n = 2.485*n, saving 0.6%

now someone tell me if this is close enough to the real situation and compare it to an ideal model where the probability of taking a set number of hits approaches 0 as said number approaches infinity and you can elegantly calculate the limit of total hits saved per damage increase to be exactly 1:1 as damage increase approaches 0
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post Jan 14 2019, 20:32
Post #825
Basara Nekki



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QUOTE(decondelite @ Jan 14 2019, 11:08) *

I don't need calculations to know if my playstyle is satisfying or not.


Therefore, and on the subject you were discussing earlier, you could do a real test by comparing OP5B4 vs (B5F4 or B4F5).

As you have another Peerless Shortsword Slaughter, you could just do the IW and upgrade at the same level. And for the tests, use an infusion of the same element of the other sword, so we have the same elements in both tests.
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post Jan 14 2019, 21:05
Post #826
KitsuneAbby



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QUOTE(Basara Nekki @ Jan 14 2019, 18:32) *

Therefore, and on the subject you were discussing earlier, you could do a real test by comparing OP5B4 vs (B5F4 or B4F5).

As you have another Peerless Shortsword Slaughter, you could just do the IW and upgrade at the same level. And for the tests, use an infusion of the same element of the other sword, so we have the same elements in both tests.

Err...
Someone got the funds for this research? Because not me. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jan 14 2019, 21:43
Post #827
sickentide



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i was about to say, that's a pretty big "just"

another thing i've been considering is the IW for a DW club. common advice has it that you should go without overpower because stuns compensate for it, but i like to look at it this way:

instead of 3-hitting an unstunned target, you effectively 1-hit it if you land an initial stun. whether you need 1 or 3 successful hits, overpower is effective all the same. log data on this matter would be deceptive unless it distinguishes between stunning attacks and free wipe-up hits
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post Jan 14 2019, 22:32
Post #828
Basara Nekki



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QUOTE(decondelite @ Jan 14 2019, 17:05) *

Err...
Someone got the funds for this research? Because not me. (IMG:[invalid] style_emoticons/default/heh.gif)


Start pooling now. (IMG:[invalid] style_emoticons/default/tongue.gif)

This can be a long-term test.

I'm not in a hurry to see the results. I can wait. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jan 15 2019, 01:05
Post #829
BlueWaterSplash



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Overpower is probably more effective in DW club than in 1H, I'll return to this question sometime soon.

QUOTE(sickentide) *
let's look at an extreme example:

monsters have between <<1% and 200% health, distributed evenly. your attack always deals 100% damage. you 1-hit 50% and 2-hit the other 50% of monsters. against n total monsters, the total number of hits is (1*0.5+2*0.5)*n = 1.5*n

now you gain 10% attack damage. instead if 1-hitting all monsters up to 100% health, you now 1-hit those up to 110%. this means you 1-hit 55% of monsters and 2-hit 45%. against n monsters, you need (1*0.55+2*0.45)*n = 1.45*n hits

the reduction in hits needed from 10% damage boost would be (1.5-1.45)/1.5 = 3.3%

Your example feature a strong loss in Butcher efficiency but let me try a similar example:

Monsters' health is between 0% and 220% distributed evenly, your attack always deals 100% damage. You 1-hit 45.45% of monsters, 2-hit 45.45% of monsters, and 3-hit 9.1% of monsters.

Then you gain 10% attack damage. Now you 1-hit 50% of monsters and 2-hit 50% of monsters. You shrink from 1*0.4545+2*0.4545+3*0.091 = 1.6365 hits/monster to 1.5 hits/monster. The improvement is (1.6365-1.5)/1.5 = 9.1%

Suppose you gained 8% damage. Now you 1-hit 49.1% of monsters, 2-hit 49.1% of monsters, and 3-hit 1.8% of monsters. You shrink from 1.6365 hits/monster to 3*(0.491+0.018)=1.527 hits/monster. Turns improvement is (1.6365-1.527)/1.527 = 7.2% nearly the same efficiency relative to 8% damage.

Suppose you gained 12% damage. Now you 1-hit 50.9% of monsters, 2-hit 49.1% of monsters. You shrink from 1.6365 hits/monster to 1*0.509+2*0.491 =1.491 hits/monster. Turns improvement is (1.6365-1.491)/1.491 = 9.76% a noticeable drop in efficiency relative to 12% damage.

Suddenly the Butcher efficiency is near full, and all it took was a rigged maximum monster health. Let's try another example:

Monsters' health is between 0% and 240% distributed evenly, your attack always deals 100% damage. You 1-hit 41.67% of monsters, 2-hit 41.67% of monsters, and 3-hit 16.67% of monsters.

Then you gain 20% attack damage. Now you 1-hit 50% of monsters and 2-hit 50% of monsters. You shrink from 1*0.4167+2*0.4167+3*0.1667 = 1.75 hits/monster to 1.5 hits/monster. The improvement is (1.75-1.5)/1.5 = 16.67%

Suppose you gained 10% damage. Now you 1-hit 45.83% of monsters, 2-hit 45.83% of monsters, and 3-hit 8.33% of monsters. You shrink from 1.75 hits/monster to 3*(0.4583+0.0833)=1.625 hits/monster. Turns improvement is (1.75-1.625)/1.625 = 7.7% a small drop compared to the previous result.

I don't know what the pattern is and I don't know if this line of examples are close enough to reality. Probably they aren't, as monsters don't have health anywhere near approaching zero, but it would be nice if this line of examples could be used as a starting point to figure out the real situation.
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post Jan 15 2019, 01:17
Post #830
sickentide



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QUOTE(BlueWaterSplash @ Jan 15 2019, 00:05) *

I don't know what the pattern is and I don't know if this line of examples are close enough to reality. Probably they aren't, as monsters don't have health anywhere near approaching zero, but it would be nice if this line of examples could be used as a starting point to figure out the real situation.

yes, this illustrates the difficulty in building an accurate model, and the further complication of different relative increases yielding different degrees of effectiveness
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post Jan 15 2019, 15:50
Post #831
tox01



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BlueWaterSplash, sickentide, I hear you like numbers >_>

Here is some data for your OP5 vs Fat5 discussion ( 1H Heavy ) [using PDUFOR arena The Trio and the Tree]. Not really clean, as stats and level (382-390) a little different.
Weapon is But4, Fat5. Heartseeker is enabled at the battle's start. Attack speed is 0%, Haste is off. Weapon has 2nd Infusion (different by day). Friday is marked. No OFC, Vital Strike only in the last round.
I think it should be possible to calculate potential decrease in monsters' parry count to rival Fat5 (let's say that every non-parried attack from OP5 is 100% critical). Compare it to theoretical decrease from OP5, answer "Is it worth it?" and later at some point compare it to OP5 in-game data (like month vs month at same level and equipment for the definitive answer.

Attached File  q.zip ( 7.44k ) Number of downloads: 10


This post has been edited by tox01: Jan 15 2019, 22:01
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post Jan 15 2019, 16:01
Post #832
ikki.



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tried a new PA scheme for a mage:

STR = 0
DEX = Level - 100
AGI = Level
END = Level
INT = Level + 100
WIS = Level + 100

works good.
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post Jan 27 2019, 19:10
Post #833
Uncle Stu



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QUOTE(Uncle Stu @ Nov 13 2018, 06:04) *

Attached Image

Attached Image
Hm, not bad. I am really proud of my improvements. (IMG:[invalid] style_emoticons/default/happy.gif)

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post Feb 2 2019, 08:16
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finally got to Lv. 350...
any feedback is welcome... (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 2 2019, 08:35
Post #835
Noni



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QUOTE(Greshnik @ Feb 2 2019, 07:16) *

finally got to Lv. 350...
any feedback is welcome... (IMG:[invalid] style_emoticons/default/smile.gif)
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looks like you are doing this right. You can further improve with more slaughters but you know that already.
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post Feb 2 2019, 10:59
Post #836
qr12345



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I need a better pants.
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post Feb 2 2019, 11:22
Post #837
KitsuneAbby



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QUOTE(DJNoni @ Feb 2 2019, 06:35) *

looks like you are doing this right. You can further improve with more slaughters but you know that already.

More Slaughter is not an improvement at Lvl350, unless all he does is arenas.
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post Feb 2 2019, 13:35
Post #838
Greshnik



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QUOTE(DJNoni @ Feb 2 2019, 13:35) *

looks like you are doing this right. You can further improve with more slaughters but you know that already.

QUOTE(decondelite @ Feb 2 2019, 16:22) *

More Slaughter is not an improvement at Lvl350, unless all he does is arenas.

yeah, I plan to upgrade them to slaughter or at least the savage ones...
my priority is the gauntlets and the boots as their adb are too low IMO...

and currently I only doing arena and sometimes IW as I can't find the time to doing the GW...
I need ~6 hours to doing daily arenas afterall... (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 4 2019, 02:41
Post #839
xesxesgnik



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QUOTE(Greshnik @ Feb 2 2019, 01:16) *

finally got to Lv. 350...
any feedback is welcome... (IMG:[invalid] style_emoticons/default/smile.gif)
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Wow...May I ask how much credits it cost you to upgrade all those equipment( and getting them)? It's still a while for me to get to 350, but I can't imagine getting gears that good by then.
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post Feb 4 2019, 05:07
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Greshnik



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QUOTE(Saioux @ Feb 4 2019, 07:41) *

Wow...May I ask how much credits it cost you to upgrade all those equipment( and getting them)? It's still a while for me to get to 350, but I can't imagine getting gears that good by then.

hmm...
IIRC I got the rapier for 700k, shield for 5m, armor for 150k, and leggings for 1m...
I forgot the exact price for the rapier as I bought it 1-2 years ago...
the helmet, gauntlets, and boots are selfdrop, hence the reason why I still use them even with their low adb...
so maybe I have spent around 10-11m if we include the forging cost... (IMG:[invalid] style_emoticons/default/laugh.gif)
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