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  1. #71
    Player rog's Avatar
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    Quote Originally Posted by MarkovChain View Post
    Correct. It's seems you are progressively understanding what we are talking about. Haste has constant returns on delay but increasing returns on damage per second. Final Fantasy 101.
    Right, same thing with -dt%.


    Pchan, if i take 20 damage per second with X pdt, but 10 damage per second with Y pdt, can you solve for x and y? If you can, what is x and y? If not, why not?
    (1)
    Last edited by rog; 05-17-2011 at 02:09 AM.

  2. #72
    Player rog's Avatar
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    Quote Originally Posted by Greatguardian View Post
    So guys, does Double Attack have static or decreasing returns?

    While we're at it, is Adaman Hauberk Blue or Purple?
    Decreasing.

    http://i289.photobucket.com/albums/l...ltramarine.jpg
    (2)

  3. #73
    Player Arcon's Avatar
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    Quote Originally Posted by MarkovChain View Post
    You don't know what increasing returns means rog. What you are saying is that it has increasing returns on the % reduction of the damage you are taking, which is ALOT different than saying it has increasing returns on the global of amount of damage you are taking.

    Extreme exemple

    I'm at 1 damage taken per hit with 40% pdt and I equip defending ring. I'm now getting hit for zero. This equals to -100% damage taken. But I'm still taking -1 damage per second campared to 40% pdt.

    I'm at 4 damage taken per hit with 0% pdt and I equip defending ring. I'm now getting hit for 3. This equals to -33% damage taken. But I'm still taking -1 damage per second campared to 0% pdt.

    In both cases the aboslue damage taken is a constante increase (1 damg per second)

    For haste it's different. Haste increases the amount of damage (not the %) dealt depending on you base haste :

    If you deal 100 damage per second with zero% haste, adding 1% haste adds 1.01 damage per second

    If you deal 100 damage per second with zero% haste, adding 50% haste adds 100 damage per second

    If you deal 100 damage per second with zero% haste, adding 51% haste adds 104.08 damage per second

    As you see pdt has constant returns on the global amount of damage taken per second, while haste as increasing returns. 1% hast can add between 1 and 4 damage depending on haste. 1% pdt always removes 1 dmg. It is THAT simple.
    That's true, and you still got it wrong. It is exactly the same as Haste. It increases your survival time for the same percentual value that Haste decreases your kill time. The reason they seem different is because they behave invertly. Where the kill time approaches zero, survival time approaches infinity. The effect they're having behaves exactly the same though.

    50% Haste = half the kill time, shortened by a factor of 2
    50% PDT = twice the survival time, increased by a factor of 2
    67% Haste = third the kill time, shortened by a factor of 3
    67% PDT = triple the survival time, increased by a factor of 3
    75% Haste = quarter the kill time, shortened by a factor of 4
    75% PDT = quadruple the survival time, increased by a factor of 4

    Et cetera.

    Edit:
    Quote Originally Posted by Greatguardian View Post
    While we're at it, is Adaman Hauberk Blue or Purple?
    Blurple.
    (0)
    Last edited by Arcon; 05-17-2011 at 02:37 AM.
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
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  4. #74
    Player RaenRyong's Avatar
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    Everything has constant returns because adding one always adds one. FFXI math, simplified - the pchan way.
    (0)
    This is Sakurawr, not Raen D:

  5. #75
    Player MarkovChain's Avatar
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    Nope, haste has no constant return, which you have yet to understand.
    (0)

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  6. #76
    Player MarkovChain's Avatar
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    Quote Originally Posted by Arcon View Post
    That's true, and you still got it wrong. It is exactly the same as Haste. It increases your survival time for the same percentual value that Haste decreases your kill time. The reason they seem different is because they behave invertly. Where the kill time approaches zero, survival time approaches infinity. The effect they're having behaves exactly the same though.

    50% Haste = half the kill time, shortened by a factor of 2
    50% PDT = twice the survival time, increased by a factor of 2
    67% Haste = third the kill time, shortened by a factor of 3
    67% PDT = triple the survival time, increased by a factor of 3
    75% Haste = quarter the kill time, shortened by a factor of 4
    75% PDT = quadruple the survival time, increased by a factor of 4

    Et cetera.

    Edit:


    Blurple.
    Your survival time is correct. PDT has increasing return on survival time. At least that would be the case if you had noone to cure you. Check my first post : cure VI compeltely defeats the purpose of this ring.
    (0)

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  7. #77
    Player rog's Avatar
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    Quote Originally Posted by MarkovChain View Post
    Nope, haste has no constant return, which you have yet to understand.
    Yes it does. 1% haste always reduces delay by the same amount, regardless of how much you have.
    (2)

  8. #78
    Player rog's Avatar
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    Quote Originally Posted by MarkovChain View Post
    Your survival time is correct. PDT has increasing return on survival time. At least that would be the case if you had noone to cure you. Check my first post : cure VI compeltely defeats the purpose of this ring.
    Oh, ok, as long as you can admit you were wrong.
    (1)

  9. #79
    Player Raksha's Avatar
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    Quote Originally Posted by rog View Post
    Yes it does. 1% haste always reduces delay by the same amount, regardless of how much you have.
    You guys are talking past each other, maybe it's best to clarify your terms.

    Haste has constant returns because (given a base delay of 1000, for instance) 1% haste will always return -10 delay.

    When pchan says that haste has increasing returns, he is referring to returns in DoT, not returns in -delay. His position would best be described as Increasing Utility (wikipedia it).

    You guys are basically arguing semantics, and since the point of this thread is kings drop rates, I suspect this'll get locked soon.

    tl;dr inb4 the lock
    (1)

  10. #80
    Player MarkovChain's Avatar
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    Rog is not the brightest person, I already expalined him this twice. Constant return on delay, increasing of dps.
    (1)

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