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Thread: 1 Crit= 5 Damage?

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    Guardian of Alterra Zeus's Avatar
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    Quote Originally Posted by FluffNStuff View Post
    Which is wrong ... well not wrong, he just does not take into account all variables. This going to sound crazy, but he did not 'miss' 15%, the enemy dodged 15%. I spoke to Cinco a long time ago about why a player would miss if they have over a 100% hit, and his response (other then debuff, which could be at play here) is that hit percentage is used in the dodge equation and dodge is used in the hit equation. I will attempt to put an experiment together this weekend to test this.
    I'd be happy to see this. I always wondered why I never saw myself missing with auto attack. This should be ground breaking. :P

    THAT WOULD EXPLAIN WHY IN PVP MAGES DODGE SO MUCH WHEN VS. A BEAR!
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    Forum Adept Jewelsofjane's Avatar
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    Ya'all just fried my brain. I might just be the most mathematically ignorant person in the game. I literally play by how it feels. Ask rush.... I can't tell you how many times I introduced him to a different build or combo and he states that it doesn't make any sense or add up, but it works lol.

    It is nice though that ya'all do the thinking and post it.


    So I want to say thank you
    Last edited by Jewelsofjane; 08-31-2012 at 12:50 PM.

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    Quote Originally Posted by Jewelsofjane View Post
    Ya'all just fried my brain. I might just be the most mathematically ignorant person in the game. I literally play by how it feels. Ask rush.... I can't tell you how many times I introduced him to a different build or combo and he states that it doesn't make any sense or add up, but it works lol.

    It is nice though that ya'all do the thinking and post it.


    So I want to say thank you
    Simply put, the higher your hit percent, the less factor dodge plays. It's why, even when bears have 80+ dodge, it doesn't seem like 80+ dodge when vs a bird. The bird has 200+ hit percent to counter that dodge.

    It's also why, when vs a mage, a mage dodges a bear's beckon & slashes A LOT. 112% hit is not enough to make that 20+ dodge on a mage unnoticeable, thus explaining why you see those "unexplainably lucky" dodge streaks on a mage vs a bear.
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    Guardian of Alterra JaytB's Avatar
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    Quote Originally Posted by FluffNStuff View Post
    Which is wrong ... well not wrong, he just does not take into account all variables. This going to sound crazy, but he did not 'miss' 15%, the enemy dodged 15%. I spoke to Cinco a long time ago about why a player would miss if they have over a 100% hit, and his response (other then debuff, which could be at play here) is that hit percentage is used in the dodge equation and dodge is used in the hit equation. I will attempt to put an experiment together this weekend to test this.
    Below you'll find Physio's post, the one I based my simplified remark on about hitting 85 times out of 100... I understand that dodge and misses should be viewed as separate, but in the end 85 hits out of 100 is 85% hit in my view and the best estimate I have seen on these forums.

    Anyway, looking forward of you coming up with a better experiment on seeing what the exact hit% would be, taking dodge/hit% into account

    Below's the post from Physio...
    ----

    Spacetime Studios: Dodge (by Physiologic)
    http://www.spacetimestudios.com/showpost.php?p=251351
    This is my understanding of how PL's roll system works. A roll system is how one action is affected by several variables, and once one roll is completed, the second part of the system kicks in, and so on. The roll system is applied in many types of games (not just limited to MMOs) that have variable stats/attributes that affect the system in some way or another.

    When you attack an enemy, the game follows a specific algorithm that determines the outcome of the attack:
    1. You will MISS the attack
    2. The enemy will DODGE the attack
    3. You will damage the enemy
    4. You will critically damage the enemy



    Hit% roll is based off of your hit%. There is a probable cap to this value (<100% despite your hit% value).
    Enemy dodge % roll is an unknown variable for each enemy.
    Crit% roll is based off of your crit. There is no cap for crit atm.
    Critical damage = effective damage x2
    Effective damage = damage - enemy armor

    I did not include weapon proc in this, as they activate at a low random occurrence. The proc most likely adds at the very end, after damage/critical damage is calculated.

    This is my current basic understanding of the roll system. I think each given attribute (hit%, dodge, crit%) is independent in each part of the system.

    Bringing back the old crit chart up:
    Void set, with Focus (+25% hit, +25% Crit): Hit% 165, Crit 46, Damage 180-225

    146 146 151 dodge 119 141 109 235C dodge 119
    122 273C 269C 114 241C 257C dodge 122 dodge 114
    dodge 132 141 141 147 149 254C miss 308C 135
    273C 271C 203C 279C 270C 273C 302C 114 142 138
    256C 132 262C dodge 139 296C 253C 151 225C 133
    116 110 253C 223C 118 282C 122 142 miss 116
    127 133 283C 307C 116 134 miss 146 129 142
    miss 153 141 279C 226C 297C dodge 310C 265C miss
    201C dodge 130 238C 135 dodge 295C 119 223C dodge
    252C 264C 149 203C 262C 118 152 142 118 300C

    Total attempted hits in Close Encounters: 100
    Dodge/miss: 15
    Successful hits: 85

    Non-criticals landed: 47 (55.29%)
    Non-critical damage range: 109-153
    Total non-critical damage: 6205
    Average non-critical damage: 132.0

    Criticals landed: 38 (44.7%)
    Critical damage range: 201-310
    Total critical damage: 9963
    Average critical damage: 262.2

    Total damage (non-crit and crit): 16,168
    Crits landed was 44.7%, very close to the crit value of 46. We know hit% is capped. There were 10 dodges.

    When crit and hit is lowered in the next example:
    Void set, Without Focus: Hit% 140, Crit 21, Damage 180-225

    132 230C 122 151 141 123 118 145 308C 112
    251C dodge 145 119 117 124 129 dodge 121 116
    116 118 131 133 120 123 147 142 dodge 130
    144 dodge 119 149 miss 124 miss 134 128 dodge
    dodge 112 142 136 134 112 206C 119 117 128
    151 279C 128 115 287C 221C 143 miss 128 300C
    133 147 198C 121 291C 141 255C dodge 131 115
    dodge miss 274C 153 116 133 109 126 129 132
    154 129 113 131 dodge dodge 113 121 dodge 125
    144 127 131 dodge 130 224C 111 130 257C 126

    Total attempted hits in Close Encounters: 100
    Dodge/miss: 16
    Successful hits: 84

    Non-criticals landed: 70 (83.33%)
    Non-critical damage range: 109-154
    Total non-critical damage: 9009
    Average non-critical damage: 128.7

    Criticals landed: 14 (16.67%)
    Critical damage range: 198-300
    Total critical damage: 3581
    Average critical damage: 255.8

    Total damage (non-crit and crit): 12,590
    You get 12 dodges, which is a pretty insignificant change from 10 dodges.

    Thus why I believe this is the current system at work. If there's more complex things at work I would love to know!

    ---

    Edit: something went wrong pasting the article, hope it's there now...
    Last edited by JaytB; 08-31-2012 at 02:05 PM.


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    I will post a new thread sometime this weekend with full details since I need more research in some aspects (am finding that when hit drops below a hundred and dodge rises they appear to amplify each other) but I can give you a preview. With over 500 shots combined taken at 100% hit against both 3% and 13% dodge, I only missed once. I can safely say there is NO HIT PERCENTAGE CAP. And you can quote me on that.

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    Wait, So If your damage is <100, does that mean crits actually hinder you?

    Mindblown.
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    Quote Originally Posted by FluffNStuff View Post
    I will post a new thread sometime this weekend with full details since I need more research in some aspects (am finding that when hit drops below a hundred and dodge rises they appear to amplify each other) but I can give you a preview. With over 500 shots combined taken at 100% hit against both 3% and 13% dodge, I only missed once. I can safely say there is NO HIT PERCENTAGE CAP. And you can quote me on that.
    And that is one of the reasons why Bird does not have OP dodge or crit like bear or mage.
    It's high hit % combined with a near 100% critical when buffed can take on a bear's dodge.
    People say bird is weakest in PvP, or rather "underpowered".
    Bird isn't really that extremely underpowered though.

    Hit having no cap seems pretty obvious if you simply think about it.
    Now we need to test for a dodge cap.

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    You guys are ignorant, hit percent does
    not effect dodge at all. You can have 600 hit percent and your opponent can have 50 dodge and will still dodge 50 percent of the time. Only reason it seems like you are dodging less is because most likely you have been debuffed by roots or knightmare. Even a mages capped Ice spell decreases your dodge slightly if it hits

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    Guardian of Alterra JaytB's Avatar
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    Quote Originally Posted by FluffNStuff View Post
    I will post a new thread sometime this weekend with full details since I need more research in some aspects (am finding that when hit drops below a hundred and dodge rises they appear to amplify each other) but I can give you a preview. With over 500 shots combined taken at 100% hit against both 3% and 13% dodge, I only missed once. I can safely say there is NO HIT PERCENTAGE CAP. And you can quote me on that.
    You only missed once, but how many shots were dodged? I'm especially interested in the dodges from your 3% dodge experiment (but also for the 13% dodge one).


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    Guardian of Alterra FluffNStuff's Avatar
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    Quote Originally Posted by JaytB View Post
    You only missed once, but how many shots were dodged? I'm especially interested in the dodges from your 3% dodge experiment (but also for the 13% dodge one).
    I have to repeat the low dodge experiments to match the method of later experiments. Latest were against 19 dodge and was getting between 18 and 23 percent with each 200 hit attempt. Was alternating between 100 and 94 hit. Believe I was actually slightly under a 100 though as I was registering around 99.7 hit on it. Don't have full results with me ( heading out of town) but I want to get my testers to 51 before I post final results. They are 45/47 now but at 51 I can use the high dodge greens for more testing. Oh, the 94 hit was registering between 89 and 92.

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    Quote Originally Posted by FluffNStuff View Post
    I have to repeat the low dodge experiments to match the method of later experiments. Latest were against 19 dodge and was getting between 18 and 23 percent with each 200 hit attempt. Was alternating between 100 and 94 hit. Believe I was actually slightly under a 100 though as I was registering around 99.7 hit on it. Don't have full results with me ( heading out of town) but I want to get my testers to 51 before I post final results. They are 45/47 now but at 51 I can use the high dodge greens for more testing. Oh, the 94 hit was registering between 89 and 92.
    Interesting results. Looks like you were right about hit% not being capped to 85% for auto-attack. I'm really looking forward to the final test results, and how dodge vs hit factors in in all of this.

    If you need a 51 'crash test dummy', I'd be happy to help on my 51 bird. Just shoot me a PM


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    This is the chart from the 19 dodge experiments ( lower dodge experiments were done a different way, will repeat later). The way it worked was I kept attacking in batches of 40 till I got the number of hits marking the number of dodges/misses along the way. I repeated 5 times for each experiment to get 200 hits. I used the level 27 heavy crossbow since that has a 1.4 attack speed to make it easy to do the counts. For the dodge equation, I did not count the misses in the total shots, but for the hit equation, I did. I did this because I do not feel you can dodge a shot that is missed, so equations were:

    Hit Percentage = ((1 - misses) / (misses + hits + dodges)) * 100
    Dodge Percentage = ((Dodges) / (Dodges + hits)) * 100

    Now something that jumps out is that when the hit was lowered, the dodge percentage also dropped. I would expect the number of dodges to drop as it did, since less shots landed, so less chances to dodge, but I did not expect the percentage to drop. This is why I need to run more tests when I get the time, and why I am still posting here and not starting a new thread yet.

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