This is the same guy that claimed that Convalescence gives you higher Second Wind numbers.
Printable View
This is the same guy that claimed that Convalescence gives you higher Second Wind numbers.
Considering the way block / evade works, i.e. first check for evade, then check for block, then check for parry, then checks for crit, then deal damage, I think it's safe to bet it's a 1 roll hit table.
I think that's the order anyway. I don't know when crit is actually checked.
It's worth looking into. If PLD get lower parry numbers they likely also get lower crit numbers. Theoretically you could move crits pretty close to off the table. 20% block, 20% parry would be 64% of attacks being "crit candidates" with a shield, but for a WAR 80% of them would be crit candidates. It would mean that PLD would take roughly 20% less dmg from crits baseline.
Could be wrong in this, but to my knowledge you cant block or parry a crit. That's mostly an assumption.
What you described is the exact opposite of a 1-roll table. A 1 roll table means exactly what it says. All options are on the table, and 1 random number is rolled. The outcome is determined by that roll. You're describing a multi-roll system, where each possible outcome is checked in order, all with their own rolls.
am i missing something here? he posted no data
Nothing is more satisfying than seeing someone get logic bombed so hard that they delete their posts and change the character in their profile.
WoW is (mostly) 1-roll, and it behaves nothing like what you described. 1-roll is like this:
Let's say you have 5% chance to dodge, 10% chance to block, 10% chance to parry. Mob has 5% chance to crit, and 5% chance to miss.
The priority of those actions can change (though this won't actually matter unless you start pushing something off the table), but the table is built in some manner like so:
1-5: Miss
6-10: Crit
11-15: Dodge
16-25: Block
26-35: Parry
36-100: Hit
Every time the mob attacks, it rolls a random number between 1 and 100, and the outcome is pulled from the table.
Edit: This is distinctly different than a multi-roll system, and can generally be seen in cases where the percentage outcomes don't match what you expect when look at all swings. i.e.: If you parry 15% of mob swings as a PLD with no shield equipped, then you equip a shield and your parry rate goes down, it's almost assuredly a multi-roll system. In single roll, if you parry 15% without a shield, you parry 15% with one too, because there are always 15 values on the hit table that end up as parries.
It wouldn't have to be a multi roll system, it could just use the modified % to construct the table. i.e. 5% dodge, 20% block, 20% parry 10% crit would look like:
1-5: Miss (5/100 hits are miss candidates)
6-24: Block (20% of the remaining 95 are block candidates)
25-39: Parry (20% of the remaining 75 are Parry candidates)
40-46: Crit (10% of the remaining 61 are crit candidates)
47-100: Hit (the remaining 53 are hit candidates)
This would preserve some semblence of balance while still being a one roll system, and it would look like a multiroll system for all intents and purposes it would produce the same numbers as what we see in game, while requiring far less overhead (I think).