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#541
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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
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![]() 5% more dps is massive.
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#544
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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
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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.
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Last edited by DeathsSilkyMist; 08-15-2023 at 03:34 PM..
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#546
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![]() I'm surprised yall are stilling trying with him
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#547
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#548
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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
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![]() Quote:
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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.
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Last edited by DeathsSilkyMist; 08-15-2023 at 03:45 PM..
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#550
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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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