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  #541  
Old 08-15-2023, 03:25 PM
Troxx Troxx is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Incorrect.

34% haste is reducing your delay by 10.

68% haste is reducing your delay by 6.

You are getting less returns for the same amount of haste added to your character.

You are not grasping this basic concept.
Swings rounds per 10 minutes:
No haste = 150
34% haste = 201
68% haste = 252
100% haste = 300

Your first 34% gave you 51 more rounds. The next 34% gives you … 51 additional extra rounds (same as the first 34%). At 100% haste you get 150 more rounds (twice what you started with).


Is this guy serious?
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  #542  
Old 08-15-2023, 03:28 PM
Toxigen Toxigen is offline
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5% more dps is massive.
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  #543  
Old 08-15-2023, 03:30 PM
Lune Lune is offline
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Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
5% more dps is massive.
Don't you know? You can only kill another 1 or 2 Travis Two-Tones in an hour...
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  #544  
Old 08-15-2023, 03:31 PM
Troxx Troxx is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
With your own quote, you are reducing the amount of seconds between rounds from 4 to 3 with the first 34% haste. The next 34% is reducing the amount of seconds between swings from 3 to 2.4 seconds.
With a weapon delay of 40 you get a round per 4 seconds.
With 34% haste the delay is now 29.85 or a round per 2.985 seconds.
With a 68% haste the delay is now 23.809 or a round per 2.381 seconds

If you are fighting for 600 seconds (10 minutes)
-you get 150 rounds with a 4 second delay between rounds
-you get 200.957 rounds with a 2.985 second delay between rounds
-you get 252 rounds with a 2.381 second delay between rounds

Don’t believe me? Use a calculator

600/4 = 150
600/2.985 = 200.957
600/2.381 = 252

This is how math, percentages, and time work …
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  #545  
Old 08-15-2023, 03:31 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Swings rounds per 10 minutes:
No haste = 150
34% haste = 201
68% haste = 252
100% haste = 300

Your first 34% gave you 51 more rounds. The next 34% gives you … 51 additional extra rounds (same as the first 34%). At 100% haste you get 150 more rounds (twice what you started with).


Is this guy serious?
Ah I see what you are saying now. Yes, that is correct when looking at it from the raw number of hits per swing. See? I can admit when I am wrong. I was too caught up in the delay reduction, which is not linear.

However, that doesn't mean every math formula I do is incorrect, as you are probably going to try and argue.

A 0.8 DPS boost is still giving you 2880 damage per hour, assuming you are auto attacking non-stop. This is unrealistic, which means you are realistically getting a significantly lower number, unless maybe you are being power leveled.

When factoring in respawn timers, saving 2 seconds per kill is not always going to result in additional kills per hour, or a significant boost to your meditation/hp regen times. There are many scenarios where it is doing nothing for you.
Last edited by DeathsSilkyMist; 08-15-2023 at 03:34 PM..
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  #546  
Old 08-15-2023, 03:32 PM
Ripqozko Ripqozko is offline
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I'm surprised yall are stilling trying with him
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  #547  
Old 08-15-2023, 03:33 PM
Troxx Troxx is offline
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Edit: nevermind … he figured it out

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  #548  
Old 08-15-2023, 03:37 PM
Troxx Troxx is offline
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Ok now that we have established that math is math … it is not subjective and that calculators do work …

Most people would consider upgrading a FBSS to a RBB to be a huge upgrade (5% dmg boost). Most would consider jumping from 34% worn haste to 41% huge upgrade (3.5% dmg boost). We can therefore conclude that most people would find a 3.5-5% range dps boost to be a big upgrade.

You own parses showed a 4.3% dmg boost from 20 strength as a level 60 vs a level 5 turtle.

How is this not significant again?
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  #549  
Old 08-15-2023, 03:39 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Ok now that we have established that math is math … it is not subjective and that calculators do work …
Nobody said math was subjective. My calculator was working correctly as well. I simply got too caught up in the non-linear decrease of delay. People are allowed to make mistakes. As you can see, I am happy to admit I am wrong if I am wrong!

Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
5% more dps is massive.
It really isn't. 5% of 20 DPS is 1 DPS. On a mob with 900 HP, you are saving 2 seconds per kill. If they are on a 30 minute respawn timer, you are saving 4 seconds per hour.

If you are killing 10 of these mobs, you are saving a total of 40 seconds per hour.

You would need to kill this group of 10 mobs for 45 hours non-stop to see an extra spawn cycle.

40 seconds per hour isn't going to be enough time to meditate a significant amount of mana, take a longer break, etc.
Last edited by DeathsSilkyMist; 08-15-2023 at 03:45 PM..
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  #550  
Old 08-15-2023, 03:45 PM
Troxx Troxx is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
It really isn't. 5% of 20 DPS is 1 DPS.
And 5% of 40 is 2.
And 5% of 60 is 3.
And 5% if 80 is 4.

For solo …

5% more dps means you kill things 5% faster. They die 5% faster resulting in 5% more kills per unit time actually playing. Coincidentally it also means they are hitting and hurting you for 5% less time resulting in 5% less damage taken when solo. It also means you have 5% less time you need to be casting spells … which results in (statistically) saving 5% mana over time.

Vs having a bit more total mana pool.

If I could choose between having to spend 5% less mana consistently over time or having an extra 20-30 low end mana or 80-200 more high end mana …

I’ll take mana preservation. Strictly from a mana standpoint and not factoring in all the other perks.

Disclaimer: yes all of this skews when grouping as the sk is only a portion of the total damage dealt. I’m groups, however, mana regen is all that really matters because you have others to help support you and the collective goals of the people hunting together.

Is it making sense yet?


Come on man … we are ALMOST THERE!

Rub dem brain cells together!
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Last edited by Troxx; 08-15-2023 at 03:48 PM..
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