Jun 13, 2009, 06:59 PM // 18:59
|
#2
|
Frost Gate Guardian
Join Date: Jun 2007
Profession: A/
|
Wait nvm that'd be WeaponSkill I just described.
Last edited by RadaArashi; Jun 13, 2009 at 07:04 PM // 19:04..
|
|
|
Jun 13, 2009, 07:27 PM // 19:27
|
#3
|
Ascalonian Squire
Join Date: Jan 2008
Guild: Krazy Guild With Krazy People
Profession: E/
|
Well, I haven't really looked at it too deeply, but here's what I think from a programmer's standpoint. if you make something a variable like WeaponCritChance is in that equation, that would mean there was at least an intention that it could change depending on certain circumstances. The most logical choice would be the type of weapon you have. However, I'm not speaking from any experience, I'm just logically trying to reason things out.
|
|
|
Jun 13, 2009, 09:32 PM // 21:32
|
#4
|
Ascalonian Squire
Join Date: Jun 2008
Profession: A/
|
I think wands and staffs have a low crit chance, so it could be that that's where the change is.
|
|
|
Jun 13, 2009, 11:42 PM // 23:42
|
#5
|
Grotto Attendant
|
Quote:
Originally Posted by evenfall
Happen to saw that izzy had posted the formula for base critical hit chance.
|
1. Where did you find this formula?
2. If you set both levels to 20 and set WeaponCritChance around -0.06, you can get results at least in the neighborhood of the wiki's empirical results.
3. I have some doubts about whether this formula is correct because
a. WeaponCritChance is negatively correlated to the final output and needs to be a negative number to get "sane" results. That strikes me as odd.
b. WeaponCritChance has a HUGE impact on the final result. Much bigger than any other variable. Either this variable is a remnant of early game design that got locked down as a constant, totally misdescribed (maybe it's actually related to crit bonuses from assassin skills?), or the formula isn't accurate.
4. Of course, it's possible I misparsed the equation. Could some other people plug in numbers and see if they agree?
[edit:
Quote:
Originally Posted by Trenixz
I think wands and staffs have a low crit chance, so it could be that that's where the change is.
|
That could be it. Perhaps WeaponCritChance is one of two constants. Of course, that still doesn't explain why i needs to be negative....]
Last edited by Chthon; Jun 14, 2009 at 12:29 AM // 00:29..
|
|
|
Jun 14, 2009, 12:19 AM // 00:19
|
#6
|
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
|
That can't possibly be right as written; the exponential part reduces to <1% for almost all situations, and as written gives a crit% of 12.55% at 12 spec, which is empirically too low.
For level 20 characters fighting whatever the equation should reduce to:
CRIT% = 5*2^((6*MIN(WM,12)+4*WM-120)/40)+WM
Or something very close to that, with WM being your weapon mastery; 17% at 12 spec and ~22-23% at 16 spec. The exponential part is a pain to pinpoint since the 1% per level is the larger share and the exponential only gets big when the level differences get large, and that introduces another variable. I've just assumed that it follows the same sort of scaling as all the other equations, with the exponential being 0 when everything matches.
I presume that WeaponCritChance is legacy code.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
Last edited by Ensign; Jun 14, 2009 at 12:29 AM // 00:29..
|
|
|
Jun 14, 2009, 05:34 AM // 05:34
|
#8
|
Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
|
Reducing the exponential part of the OP's forumla to something comprable to what Ensign posted:
(6*MIN(WM,12)+ 4*WM - 240)/40
-240 and -120 just seem too closely related to be coincidence. Maybe this was an older version they were using.
One thing the listed formula DOES do is offer incredible boosts when the level difference is greater than 10, maybe that's all the old version was intended to do. That would also explain Izzy's "recollection" that the formula was basically weapon mastery for even-leveled chars.
Last edited by FoxBat; Jun 14, 2009 at 05:39 AM // 05:39..
|
|
|
Dec 26, 2009, 11:08 PM // 23:08
|
#9
|
Grotto Attendant
|
Thread rez here.
Think I figured it out. If we assume 1 typo in Izzy's formula and that WeaponCritChance is simply a zero for martial weapons, we can get sane values using this:
Quote:
BaseCritChance = (0.01*Mastery) + ((1 - (0.01*Mastery)) * 0.5 * 2^(((8*AttackerLvl) + (4*Mastery) + (6 * Min{Mastery, ((AttackerLvl + 4)/2)}) - (15* DefenderLvl) - 100) / 40))
|
Full post: here.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 08:08 PM // 20:08.
|