For crits in abyssea, i parse with 50% critrate using atmas GnarledHorn and DarkDepths, yielding 40% together on top of your own ~10% base critrate. So a parse of 3k hits should have about same sample size for normal or crit damage.
Regarding generation of a crit, it's easy:
On the formula, particularly the term V1, instead of using a simple RAND(0;1), you add another term to it:
+ IF(RAND(0;1)<=CritRate%;1.x;0) ,where x=the gap between crit mins and normal maxs.
Regarding thresholds below r<~0.8, we still trying to figure out if it occurs at 0.8 0.75 or 0.7, but not easy to discern because of the secondary randomizer... Same problem around r~0.5 or 0.45?
I forgot also to mention something fundamental about the way to consider this frequency modeling:
The frequency spike(s) is a "signature", ie i think is something original SE devs actually didNOT want. That means those spikes are INDIRECTLY generated from a formula "format" non determinist, ie can NOT model something like "30% of the time, when 0.75<=r<=1.25 we have pDIFa=1, and normal randomized shape otherwise"... and that's what you wrote basically :s
This particular signature also "transfers" to crits at low cRatios, when pDIFa=1 belongs to crit damage.

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