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Old Jul 29, 2005, 08:11 PM // 20:11   #21
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Quote:
Originally Posted by Rey Lentless
You should change your guide concerning game mathematics then. I assumed from your information that the weapon attribute modified the base weapon damage (meaning it is a flat ~15% multiplying other modifiers), and that the customized 20% and 15% on the weapon are only additive.. going by your information. Small difference, but be cool if you changed that in your guide.
Sure, I'd be happy to change it if you could help me find where I implied that the +20% customization and the +15% from a perfect weapon were cumulative and not multiplicitive. I don't think that's in the guide, though I have made the cumulative assumption before on the boards.

If it isn't in there I'll have to edit in a little blurb.

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Old Jul 29, 2005, 09:02 PM // 21:02   #22
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It's actually the calculator I'm referring to, which probably wasn't you, and not your game mechanics guide. You (or could be the other guy credited now that I'm looking at it again) use a straight 35% on there, and that's actually the information I used (in assuming cumulative on those mods). Not a big difference, but if you know it works differently, maybe that could be changed. It isn't mentioned in your guide, but that would be helpful info as well on there.. where damage mods are put into the equation. Thanks!
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Old Jul 29, 2005, 10:29 PM // 22:29   #23
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Ensign,
I'm still confused on how the +20% and +15% sum up to 38%. Would you mind showing me the equations you used to come to this conclusion?

Thanks.
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Old Jul 29, 2005, 10:34 PM // 22:34   #24
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120% of 115% is 138%. That would be if they were multiplicative.
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Old Jul 30, 2005, 01:34 AM // 01:34   #25
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The increased crit rate is actually fairly significant, especially for weapons with large ranges such as axe. A bit of casual testing gives the crit rate at 16 attr to be .26 \pm .12 at 95% confidence, but I'm going to wave my hands and pretend that I ran more trials and have a smaller margin of error.
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Old Jul 30, 2005, 03:00 AM // 03:00   #26
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Quote:
Originally Posted by taion
The increased crit rate is actually fairly significant, especially for weapons with large ranges such as axe. A bit of casual testing gives the crit rate at 16 attr to be .26 \pm .12 at 95% confidence, but I'm going to wave my hands and pretend that I ran more trials and have a smaller margin of error.
26%? And what does this pm mean?
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Old Jul 30, 2005, 03:37 AM // 03:37   #27
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PM = plus or minus, I assume. Taion, that sounds interesting but did you measure the crit rate at 12 attr? A test between 16 and 12 is what most people would find useful.
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Old Jul 30, 2005, 06:48 AM // 06:48   #28
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In my limited opinion, it depends on the class of your character. As previously sated, such as in a ranger's case, it would probably be worth it to spread out the points a bit, as many skills relate to each other for increased damage. On the other hand, as a warrior or minion master, it is more efficient to pump up a specific attribute or two, as your attacks and skills will be more powerful in this manner.

In my experience as a monk, it would be more efficient for you to specialize in solely healing or protection. With a spread of your attribute points in divine, prot, and healing, you will heal for much less, protect much more weakly, and get nailed by the opposing team. Maybe in PvE this would be possible, but this is not at all feasable in PvP.
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Old Jul 30, 2005, 06:51 AM // 06:51   #29
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Quote:
Originally Posted by taion
The increased crit rate is actually fairly significant, especially for weapons with large ranges such as axe. A bit of casual testing gives the crit rate at 16 attr to be .26 \pm .12 at 95% confidence, but I'm going to wave my hands and pretend that I ran more trials and have a smaller margin of error.
Statistics... I love that class. Too bad Harvard doesn't accept AP scores on stats... I have to re-take it..
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