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#721
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He got really close though! Quote:
At 1 PPM you will get 1 proc per minute on average, assuming an infinite number of weapon swings. You can convert the sides of the dice to DoT Damages across ticks: [Roll 1 = 40 damage, Roll 2 = 64, Roll 3 = 88, Roll 4 = 112, Roll 5 = 136, Roll 6 = 160] Basically you are most likely to roll a 3.5, which means rolling a 3 or a 4. [88 + 112] / 2 = 100 / 36 seconds = 2.77 DPS on average. This is what I am doing for all of the DPS calculations in my JBB example. Bcbrown is trying to use a Binomial Distribution specifically for procs because he wants to lower the DPS of the weapon proc to strengthen his argument.
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Last edited by DeathsSilkyMist; 01-31-2024 at 07:15 PM..
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#722
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#723
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If a mob swings 20 times in a fight, they will not always get the expected 10 DPS. Sometimes they will get more, sometimes they will get less. But over an infinite set of 20 swings, the expected DPS averages out to 10 DPS.
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Last edited by DeathsSilkyMist; 01-31-2024 at 07:22 PM..
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#724
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/facepalm
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#725
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The combination of the law of large numbers and the central limit theorem, as I have tried to explain to you, can be used to calculate the means of distributions. Those means do not have to be Normal for the calculation to be valid.
In this scenario we have about 16 samples, drawn from a binomial distribution. Quote:
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#726
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You don't get to simply set the weapon proc to 16 samples, while leaving all the other samples at infinity. You are changing the sample size for one variable to try and lower it's DPS in a silly attempt to win.
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#728
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Again, if you want to do the binomial distributions for all of the variables in the fight, go for it! I am using the normal distribution for simplicity's sake in my examples. You do not get to set one variable to binomial while leaving the rest as normal.
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Last edited by DeathsSilkyMist; 01-31-2024 at 07:36 PM..
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#729
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WTB JBB
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