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Old Nov 18, 2006, 07:47 AM // 07:47   #21
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Excellent article Makk, I know the newer pvp players in the guild will appreciate the time and effort you put into this.
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Old Nov 18, 2006, 09:38 AM // 09:38   #22
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Quote:
Originally Posted by Ensign
The second calculation is correct. It's hard for me to explain the difference as it's mostly intuitive for me and I haven't studied theory recently enough...the difference is something like 'the first model weighs casts equally, and finds the average EPS of a cast, while the latter weighs time equally and finds the average EPS per time.' But since time is the dominant factor you need to be averaging over time...

Bah, I'm confusing myself. Take a very clear example - take a hypothetical skill that gives back 10 energy at no cost and no cast time, and has a 1s recharge 50% of the time and a 60s recharge 50% of the time.

The first model is thus (10/1 * .5 + 10/60 * .5) = 5.083- Energy Per Second, which is correct for average EPS per cast - half of the casts give 10 EPS, half give .16- EPS, which gets you that average. But that's not the term we're looking for, because we aren't looking for the average energy efficiency per cast but energy per time.

Second model: 10/(1 * .5 + 60 * .5) = .3278~ Energy Per Second. This is what you'd expect to get out of the thing over time - one cast at 1s recharge, one at 60s recharge, so two casts every minute on average or a bit under a third of an energy per second.

There's a concise reason why the first number isn't what you're looking for, and it's obvious when you see what that number is in an extreme example, but I'm having trouble articulating it. Someone with a stronger theory background want to spell it out? In any case the upshot is that the second model is correct, use that one.

Peace,
-CxE
I had to read it a couple of times, but I can see your point.

Thanks for clearing it up Ensign.
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Old Nov 18, 2006, 10:09 AM // 10:09   #23
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/kneel
/praise
/cheer
/whatever else I can think of
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Old Nov 18, 2006, 12:56 PM // 12:56   #24
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Quote:
Shields give +- 8 AL when not meeting the attribute-requirement.
Shields give armor only damage comes from front or from all over, nowadays?

I recall shields give armor only damage comes from front way back before.

very nice article.

/bow

Last edited by coldplay; Nov 18, 2006 at 12:58 PM // 12:58..
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Old Nov 18, 2006, 05:58 PM // 17:58   #25
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Quote:
Originally Posted by coldplay
Shields give armor only damage comes from front or from all over, nowadays?

I recall shields give armor only damage comes from front way back before.

very nice article.

/bow
All over, all the time. I don't think they were *ever* locational, it was just a rumour.
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Old Nov 18, 2006, 09:43 PM // 21:43   #26
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The first time I formally tested directional shields it was global. It was 'common knowledge' that they were directional during the beta period but I never tested it then, it could have been true and removed or just another dumb rumor.

Also the concise reason why the second model is correct has to do with weighing of the different values. The first model weighs them evenly, while the second model weighs them proportionally with the time actually spent at that efficiency. A better analogy would be to classic distance travelled per time. The former model is average velocity per mile travelled...the the latter is average velocity per time spent travelling. When you're averaging over time, the latter value is clearly what you want.

Peace,
-CxE
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Old Nov 20, 2006, 09:23 AM // 09:23   #27
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Thank you for this post.. I shall be pointing people to it now anytime i need to explain a little about what i do
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Old Nov 20, 2006, 09:33 AM // 09:33   #28
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Wow. This is gonna help my new Monk alot. Wow. Thank You so much
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Old Nov 20, 2006, 05:17 PM // 17:17   #29
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Great post
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Old Nov 20, 2006, 09:34 PM // 21:34   #30
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outstanding
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Old Nov 21, 2006, 08:35 AM // 08:35   #31
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Excellent guide! There are loads of smaller articles dealing with individual sections of what you've covered, but I've never seen anyone try to pull them all together (and actually explain how the different choices you can make re: equipment and skills interact with one another). Could you please consider adding a 'Common mistakes' section - I think with an explanation of why Heal Party/Heal Other/Breeze/Orison/Remove Hex/Jamei's Gaze/Mend Ailment/Rebirth is a less than perfect skillbar, this would be the perfect (and fully comprehensive guide! Actually, I'm not sure if you'd want to, since the build I picked above is a PvE bar, and PvP monks tend to learn a lot quicker.

Anyway, super guide, I'll refer friends/guildies/anyone who could use the help to it!
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Old Nov 21, 2006, 03:17 PM // 15:17   #32
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A very big thumbs up!!

Great article.. The Bible/Koran (whatever) of monking.
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Old Nov 21, 2006, 04:26 PM // 16:26   #33
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Very nice, ty. I actually read that cover to cover and I'm really lazy.
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Old Nov 21, 2006, 04:31 PM // 16:31   #34
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I can't believe that after showing such a good knowledge of the game, metagame and the pvp scene, you're basing your interface set-up in "annoying skill description pop-ups" ....

Please take a look at your options menu because there's a feature you can check/uncheck to show/remove the "annoying skill description"

Once you've got to known almost every skill you won't ever need the description again, so you can just turn it off


Now you may need another 2-3 months to make a new interface set-up
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Old Nov 22, 2006, 09:08 AM // 09:08   #35
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Quote:
Originally Posted by powerk21
I can't believe that after showing such a good knowledge of the game, metagame and the pvp scene, you're basing your interface set-up in "annoying skill description pop-ups" ....

Please take a look at your options menu because there's a feature you can check/uncheck to show/remove the "annoying skill description"

Once you've got to known almost every skill you won't ever need the description again, so you can just turn it off


Now you may need another 2-3 months to make a new interface set-up
Once again: this was written before that was implemented. It takes time from writing, before the mods say 'ok, go post it'. So, I am aware of this feature.
I'll make a note in the article.
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Old Nov 22, 2006, 06:01 PM // 18:01   #36
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it's a very informative article and very well done. Thanks, Makkert. This took a lot of time and effort and will be used by many different players for a long time to come.
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Old Nov 24, 2006, 11:47 PM // 23:47   #37
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Great Read. Im of the opinion that monks are the most rewarding characters to play. This is the by a country mile the best text on monking i have read. Can't congratulate you enough. Thankyou for putting the time and effort into writing it!! Just imagine if we had people writings articles of this quality on a more regular basis! grats...grats...and grats again.
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Old Nov 25, 2006, 09:12 AM // 09:12   #38
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Fantastic. I read it all. I'll point all my guildies to it...ty
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Old Dec 06, 2006, 05:20 AM // 05:20   #39
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I've been monking since factions and your guide is fantastic. Lots of things in here I can relate to and it's really helped my further understanding of the wonderful profession "Monk". Hehe, excellent guide and a tremendous effort.

Cheers to you Makkert!
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Old Dec 13, 2006, 12:38 PM // 12:38   #40
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Finally got of my lazy ass, and fixed the table with energypips.
Thanks to kryshnysh and Ensign for explaining, and GreedyGus for first noticing IIRC.

I didn't incoorperate the rounding up to the nearest whole number on quick recharges on spells, as GreedyGus stated. I tried to redo his test with [skill]Energy Tap[/skill] / [skill]Power Drain[/skill] and [skill]Symbolic Posture[/skill], but I don't have access to Fraps and found the results indecisive.
So you'll have to forgive me if I am hesitant to include that in the calculations.


greetings Makkert
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