#11
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Potatus / Havona <Castle> / Seaglass <Castle> / Tala / Havona
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#12
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Wait a second
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If you're going to try to get this far into the formulae etc, you're going to need far more than 83 seconds of data. Perhaps one of the resident statisticians can estimate an amount of parsing time necessary to get actually useful results, but I'd bet you need to parse for hours. Secondly, all this stuff is governed by formulae hidden in the server and client. That doesn't mean we're going to get the same results every time. Even if you run the same experiment over and over, you'll get different numbers every time.
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Potatus / Havona <Castle> / Seaglass <Castle> / Tala / Havona
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#13
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#14
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Even 1000 swings isn't enough of a sample size. [You must be logged in to view images. Log in or Register.]
There's plenty of room for variation that could explain the difference between 0.50 and 0.54.
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Potatus / Havona <Castle> / Seaglass <Castle> / Tala / Havona
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Last edited by Videri; 09-22-2021 at 12:16 AM..
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#15
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It's not accurate enough for a thesis paper but close enough for a general perspective that the offhand does about half the work, maybe even less since no damage bonus. Maybe without triple attack and on a longer parse the MH it's a bit closer to that 60/70% range.
As for the rest (procs linked to swing), it's a matter of if you are mainly curious about the science or hoping it will bring a functional difference to how someone would gear out a warrior. I don't think anything will change. The best dps and proc will always go in the MH and the 2nd best in the offhand at least if proc aggro is capped. The only time I saw people deliberating over this was with the WESS and Infestation; whether to lose a poison counter worth of aggro for less white damage aggro. | ||
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#16
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So being slowed doesn’t actually increase chance of proc but it doesn’t lesson the chance as well? I was under the impression that slowing yourself before you use OT hammer would get it to proc faster.. which made little sense to me.
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#17
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Proc chance is time-based, roughly 1/minute mainhand with 100dex. So when you are slowed the chance to proc per swing becomes higher to keep the chance per minute the same. So if you're a melee with high 2hb skill trying to hammer off some wimpy cloth caster take off your haste item and if poss get a slow so you don't beat the poor clothie all to hell waiting on your proc.
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crabby old man playing 4000 year old goblin sim
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#18
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I’ve been playing this game for a long time and one thing I can say with certainty is that the Paladin / SK epic weapons proc far more than 2 ppm.
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#19
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Slowing to increase proc rate of weapons when you can only get a few swings off between casts (basically only applies to shamans) does make some sense in specific situations. | |||
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#20
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In the EQEMU, Double attack is (Skill + Level) / 500 Dual Wield is (Skill + Level) / 375 Parry and Dodge is (Skill + 100) / 4500 Riposte is (Skill + 100) / 5000 I never looked into procing, it gets pretty hairy in the code. https://github.com/EQEmu/Server/blob...one/attack.cpp The wiki has a lot of mention about the denominator ("max skill") changing based on class, but I think that's unlikely. The different skill caps given to classes only really make sense if the "max skill" is the same. Quote:
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