1/2) fixed, but actually they were all 264, there was never a Disembowel that was at 242 that should've been 266 (so 7525 total)
2/3) yeah, must screwed it up somewhere, which is annoying because I checked it twice
3) I always round down because we have no idea how the game treats damage decimal places.
5) Simulation calculations will always be more applicable. If I'm going to use a rotation I want something that doesn't assume absolutely perfect conditions, we want to aim for perfection while being as realistic about using these rotations as possible.
Either way I completely agree with you. There isn't enough p/s difference between the rotations to justify the switch away from one that will scale better with time, but I have thoroughly enjoyed the discussion, I'm far from perfect and will definitely make mistakes here and there.


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