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Lvl 85 weapon comparisonsFollow

#252lynnminmay, Posted: Dec 05 2010 at 3:01 AM, Rating: Sub-Default, (Expand Post) You can't take the distribution into account because noone knows how it does work. We don't even know if the avergae value is the average between max and min. Not sure why you are reproaching something when that's what kinematics has been doing (by working with cratio and not pdif).
#253 Dec 05 2010 at 9:59 AM Rating: Decent
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the problem is you are using an arbitrary starting point with the amount of hp the mob has and damage per hit. If you lower or raise the damage per hit or lower or raise the hp you will get different results. You might have a 1 damage per hit increase and it might lower the length of the fight by 10% or not at all.

You would need to calculate for every mob you fight the hp, def, evasion, it has along with all the players stats in the party,...

Witch is why we use the average DPS for our calculations.

Edited, Dec 5th 2010 11:00am by darkhorror
#254 Dec 05 2010 at 11:09 AM Rating: Good
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You can't take the distribution into account because noone knows how it does work.


Maybe we don't know the exact formula, but you can certainly make a histogram from the data summary in Kparser over a massive number of fights and see what the distribution is (is it normal? it is evenly distributed across the range? is it skewed high or low?). Probably someone has done this. You could then approximate it with something closer to reality than just an average. Either way, it doesn't change that your model is, well, without much value. You can say you don't know, but that doesn't mean you don't need to know.

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Secondly as explained in one of my previous post, take the same model and assume you always punch at minpdif and you will also find an attack range that does nothing.


OK, now assume you always punch at maxpdif, then you will have a fight where you kill quicker. Now, calculate the kill time for every possible average damage per fight across the distribution and multiply by the percent of the times each average will pop up. Sum those up to get an average kill time. That average kill time will vary at a smaller step size than the delay between attack cycles (meaning you won't see these widely stepped tiers of kill times like in your model), and it will vary with your attack.

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Finally crits are considered included in the avergae number per hit.


Which is a massive flaw in the model. Crits and regular hits operate differently enough that you need to consider probabilities of them occurring X number times per fight and for a distribution of damage.
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#255lynnminmay, Posted: Dec 05 2010 at 12:48 PM, Rating: Sub-Default, (Expand Post) I'm sorry to tell you that when kinematics compute a DPS he also does a "massive flow" in the computation because the crits are directly included in an avergae DPS for one and secondly because att will not increase crit as much especially when you reach the upper limit of crit. A second flow in the DPS system that, surprisingly, you didn't raise either is that the JA delay is considered to be indepedent of the nature of the weaponskill phase :
#256lynnminmay, Posted: Dec 05 2010 at 12:55 PM, Rating: Sub-Default, (Expand Post) Looks like someone understood what happens in the game. This is exactly what is being discussed, and it's not a problem with "my" model, but the fact that the game works like this. The amount of mobs where 1 attack will imply a kill time difference exists but is extremly limited so why consider that it always happens ? A lot of discussions of X gear against Y gear are based on small attack variation (I could include stp variation in there, too). It's important to understand if equiping an item with 10 eva 2 counter is more useful than 20 attack. What my model explains is that it has an impact when solo tanking at best.
#257 Dec 05 2010 at 1:24 PM Rating: Good
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final reminder, lynn's model is invalid because it does not take into account how varying mob HP, engage time, per hit variance, etc influence whether or not a given hit is the killshot. starfox called this "jitter" in his simulations, and showed (by actually running the simulations) how introducing (not even very much of) it caused projected average DPS increases (in the form of haste in his simulations, but in principle it applies to any DPS increase) to manifest as predicted.

kinematics's model does not take jitter into account either, but it doesn't have to. kinematics's model assumes what the simulation-with-jitter proves. lynn's model tries to disprove what the simulation-with-jitter proves, by simply pretending that jitter doesn't exist (which is the nice way of saying that lynn just doesn't understand its importance in the first place). this, of course, is not how you disprove something.

if any of you are actually following this argument, i hope you can see this. if you're interested but don't understand, go to the stickies and find my arguments with starfox in the fumas/dunes threads (there's also a really concise one--relative to the god awful dunes/fumas behemoth--on the SAM forum that you can find via googling "jitter haste milich starfox"). he not only supplies the simulation and data, but he clearly spells out the conceptual basis: why "jitter" blocks several arguments related to overestimating the importance of kill shots.

note, again, i'm not directing this directly at lynn, because i am 100% sure that he will not understand it when written by me, or years ago by starfox, or kinematics, or random guy that comes in. therefore, this thread is doomed to pointless, verbose error as long as he keeps posting. in a perfect world, there would be recourse when someone falls behind in an argument but continues insisting upon their position (in philosophy school we just tell you to shut up or leave). alas, all we have on allakhazam is the inert rating function, and moderators who are so bad at reading that they instantly assume both people arguing are always equally at fault for derails and such.

Edited, Dec 5th 2010 2:26pm by milich
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#258 Dec 05 2010 at 2:04 PM Rating: Good
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If you do that you'll see that the hits are not uniform but concentrated around one value with reduced variance which makes this approach realistic.


"Reduced variance" in this sentence means nothing. "Reduced" from what? You're just trying to sound smart by using terms you don't understand. And the variance ISN'T that small. Scrolling in my log right now, my last 5 hits on MNK: 119, 108, 121, 133, 105. I did a Tornado Kick of 2428 (probably a double attack) then one of 622 (obviously a missed hit). Seems to be pretty high variance to me.

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I'm sorry to tell you that when kinematics compute a DPS he also does a "massive flow" in the computation because the crits are directly included in an avergae DPS for one and secondly because att will not increase crit as much especially when you reach the upper limit of crit. A second flow in the DPS system that, surprisingly, you didn't raise either is that the JA delay is considered to be indepedent of the nature of the weaponskill phase :


I'm not talking about Kinematic's model. I am talking about flaws in yours. Whether Kine has flaws or not, doesn't change that your model is worthless.

Quote:
My model has no major flow. It's more realistic


If it were realistic at all, it would pass the common sense test that more attack = more damage = faster kill speeds. Common sense and every day experience tells us that our fights DON'T have durations which are quantized to our weapon delay.
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#259 Dec 05 2010 at 3:05 PM Rating: Default
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milich wrote:

if any of you are actually following this argument, i hope you can see this. if you're interested but don't understand, go to the stickies and find my arguments with starfox in the fumas/dunes threads


Noone give a sh*t on how idiots like you do maths. You don't understand anything that is going on in this thread, I bet I'm the only one that actually read the formulae behind kinematic's spreadsheet. And now you are trying to convince us that someone is wrong on this interenet without even reading the argument developped, and no even understanding the argument of the side you are defending.

Edited, Dec 5th 2010 4:08pm by lynnminmay
#260lynnminmay, Posted: Dec 05 2010 at 3:16 PM, Rating: Sub-Default, (Expand Post) Common sense = my model. Soon I said that we had a few post conforting me. Then "bam", the trolls trolled, bashing me because nothing else happens on the forums. Surprisingly, my "defenders" stopped posting due to the "sheep" theory.
#261 Dec 05 2010 at 3:23 PM Rating: Good
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At this point, you're just tossing around insults and not even addressing points cause you can't defend yourself. One last response and I am done (for real this time):

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Want common sense ? Let's say you need 40 store TP to 6-hit a weapon, do you use 42 store TP because the dps system shows it increases it's damage ¿ Nope, because it's common sense. If you think this is very different that what is being discussed, nope it's not.


Except yes, it is. You get a CONSTANT value of TP on every connected hit. You DO NOT hit for a CONSTANT value when meleeing. Come on, man.
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#262 Dec 05 2010 at 3:30 PM Rating: Decent
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lynn, none of this math is hard. you seem very self-congratulatory in your error. stop posting.
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#263lynnminmay, Posted: Dec 05 2010 at 4:16 PM, Rating: Sub-Default, (Expand Post) Nope, you get different values depending on if it's on ws, or on melee hits. That's why people argue stp vs attack for some jobs.
#264 Dec 05 2010 at 10:16 PM Rating: Excellent
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Ok, I've been able to replicate the base idea lynn is asserting. I'm posting this to help explain the overall effects.

Simplified conditions (no kicks, 95% acc, 5% DA)

For a given amount of HP remaining, n hits are required on average based on average damage per hit (standard model with cRatio, crits, etc).

For the n hits needed to kill the mob, r rounds are required on average. Same principle as the weaponskill TP model.

Given that, how does the average number of rounds needed vary based on mob HP and player attack?

In general, for varying mob HP, the number of rounds changes in increments roughly matching the average damage per hit (as might be expected). If average damage per hit is 100, about every 100 mob HP (mob HP can vary based on mob type/level/outside sources of damage/etc) will have a different average number of rounds required.

For player attack, there are a number of factors that determine the extent of the scaling (eg: crit rate, level correction, etc). In general, however, changing attack can be considered a 'shift' in perceived mob HP for the purposes of calculating average number of rounds needed. That shift appears to be approximately 5 to 8 HP per 1 point of attack for a few common variances (higher effectiveness with lower crit rates; 8 HP was at 10% crit rate, 5 HP was at 54% crit rate), and drops with higher attack values (got down to 4 HP at near capped attack).


So, for example:

Setup:
Attack: 480
Defense: 350
Level Correction: 0.25
Crit rate: 54%
Crit damage: +30%
Base damage + fStr: 79

Gives:
cRatio of 1.121
Avg damage per hit of 158.403


A mob with 3009 HP will take an average of 9.802 rounds to kill
A mob with 3010 HP will take an average of 10.293 rounds to kill
A mob with 3169 HP will take an average of 10.803 rounds to kill

You'll note that there's a gap of about 159 damage where the average number of rounds remains constant (3010 HP to 3168 HP), which matches the average damage per hit.

Now, add 1 point of attack. Total attack of 481, avg damage per hit of 158.665. The mob now needs 3015 HP for it to take an average of 10.293 rounds to kill, and the HP range of 3010-3014 which used to take 10.293 rounds now takes 9.802 rounds.

5 HP out of 159 is about 3%, so adding 1 attack gives about a 3% chance of dropping about half an attack round on average, and out of 10 rounds has an average fight time reduction of 0.14%. Compare that with the .165% increase in cRatio due to the added attack.

Edit: The value scales with the HP of the mob such that you always get fairly comparable total reduction in average fight time.

For most purposes, mob HP has to be treated as infinitely variable. Other DDs doing damage to the mob (melee or nukers), DOT spells such as Dia, counters/Perfect Counters, level variation (can have a dramatic effect inside Abyssea, though a somewhat more limited impact outside), job variation (eg: different types of Mamool Ja or Dynamis mobs), weaponskills (as we're only looking at the melee side), mobs healing themselves and so on and so forth all mean that we can never expect the target amount of damage done to always stay within a predetermined range. That means there's always a chance for that shift in HP to have an impact in average number of rounds to kill.


Overall: Yes, lynn is correct in that adding 1 attack will often have no impact on average fight length. He is incorrect, however, in asserting that it will *never* have an impact, and that very large changes in attack are necessary in order to manifest any difference in fight length. This is because he was looking at a fixed value for HP rather than considering the variability of it, or the 'jitter' as milich notes.

Higher starting attack and crit rate and more crit damage (as we have in Abyssea) all dampen the value of additional attack, but never negate it entirely (until attack is capped, of course).


It was interesting to look at the value of attack from a different perspective, but I'm going to maintain my current methodology for DPS calculation.



Edited, Dec 6th 2010 11:11am by Kinematics
#265 Dec 06 2010 at 6:57 AM Rating: Good
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lynnminmay wrote:


You are not smart aren't you ?
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#266 Dec 06 2010 at 12:04 PM Rating: Decent
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#267lynnminmay, Posted: Dec 06 2010 at 12:44 PM, Rating: Sub-Default, (Expand Post) Fixed. Also haste atma says hi, who wants to bet it will make the martial art desuet ?
#268 Dec 09 2010 at 3:19 PM Rating: Decent
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Figured I would post here, since this has been the main numbers thread, but I was wondering if either of these atmas may become worthy and used in conjunction with our new three limit

Atma of the Hybrid Beast

Double Attack+:Minor
Triple Attack+:Minor
Enhances "Arcana Killer" Effect:Minor


Atma of Alpha and Omega
Triple Attack:Major
Attack:Major (+50)
HP-:Major (-25%)


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