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  1. #1
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quote Originally Posted by EasymodeX View Post
    I don't understand your data.

    BLM 8 272 202 0.502409091 0.358863636

    According to what you posted, the .5 column is your "potency-redacted" damage multiplier. The .359 column has the 30% BLM trait removed. However, 0.50241 / 1.3 = 0.3865.

    What is the original data for the average damage for those values?

    My formula has the result, for that particular line of data, of an expected 104.1 average damage for Blizzard 3 (high potency repeatable attack), with a damage range of [98.9 .. 109.3].

    In any case, I'm not a fan of using average values of a population for precise measurements (and then fitting an equation into the measurements).

    My method for data collection:

    1. Parsed a spammy high potency attack until the maximum value divided by minimum was 1.105-ish. Generally speaking, damage values have a range of 0.95x - 1.05x from RNG. 1.05/.95 = 1.1053. Once that range is achieved, you know you have "good" data.

    I included crits, but divided them by 1.5. They were irrelevant for the most part, but they resulted in a new min or max once every 10 data sets or so.

    2. Averaged the minimum and maximum. This average should be closer to "real" than the average of the total population of data.

    Sho me ur dmg numberz. The averages are fine, too. I simply can't use your column 5/6 values because I don't know how you calculated those.

    For the "untraited" column, I divided by 1.4, not 1.3.
    The reason for this was that when I was initially leveling BLM, and later WHM, I tried to determine whether the two damage increasing traits stacked, were additive, or multiplicative.
    Back then my answer was pretty much "Additive". I recorded my damage on a lvl 39 Ice Sprite at 39, and then at 40, using the same gear, and the difference was about 27-29%.
    So I started at 1.1x at 39. If it is additive, I would be at 1.4x, 1.4/1.1 = 1.2727 ~ 30% more.
    If its multiplicative then I would see a straight 30% increase, but mine was less, but the difference is small.
    If it just replaces the old trait, then I would see 1.3/1.1 = 1.1818 ~ 20%... I had a lot more than 20%, so I am pretty sure it does not replace it.

    But TBH it does not really matter. I have tried not adjusting the BLM potency, I have tried dividing by 1.4 and 1.43... the formula does not give a good result for melee classes.

    As for getting numbers. I have heard the (max+min)/2 theory, and have tested it. It does work, and the result is very close to just averaging the non-crit damage, OR adjusting the crit damage and averaging everything.
    So, here's 100 hits of B3, copied from ACT, using the 69-471-295 setup, which had 2.50604 potency last time. (Potency is calculated by taking whatever your preferred averaging value is and dividing by the potency of the attack spammed, in this case 220 for B3)

    DMG Crit? Uncritted
    861 TRUE 574
    856 TRUE 570.6666667
    855 TRUE 570
    837 TRUE 558
    835 TRUE 556.6666667
    824 TRUE 549.3333333
    813 TRUE 542
    807 TRUE 538
    801 TRUE 534
    799 TRUE 532.6666667
    575 FALSE 575
    575 FALSE 575
    575 FALSE 575
    574 FALSE 574
    573 FALSE 573
    572 FALSE 572
    572 FALSE 572
    571 FALSE 571
    571 FALSE 571
    570 FALSE 570
    570 FALSE 570
    569 FALSE 569
    569 FALSE 569
    569 FALSE 569
    568 FALSE 568
    568 FALSE 568
    566 FALSE 566
    566 FALSE 566
    566 FALSE 566
    566 FALSE 566
    564 FALSE 564
    564 FALSE 564
    562 FALSE 562
    561 FALSE 561
    561 FALSE 561
    559 FALSE 559
    559 FALSE 559
    558 FALSE 558
    558 FALSE 558
    558 FALSE 558
    557 FALSE 557
    556 FALSE 556
    556 FALSE 556
    555 FALSE 555
    554 FALSE 554
    553 FALSE 553
    553 FALSE 553
    553 FALSE 553
    552 FALSE 552
    552 FALSE 552
    552 FALSE 552
    551 FALSE 551
    549 FALSE 549
    549 FALSE 549
    549 FALSE 549
    548 FALSE 548
    548 FALSE 548
    547 FALSE 547
    547 FALSE 547
    547 FALSE 547
    546 FALSE 546
    546 FALSE 546
    546 FALSE 546
    545 FALSE 545
    545 FALSE 545
    544 FALSE 544
    544 FALSE 544
    544 FALSE 544
    544 FALSE 544
    544 FALSE 544
    542 FALSE 542
    542 FALSE 542
    541 FALSE 541
    541 FALSE 541
    541 FALSE 541
    541 FALSE 541
    541 FALSE 541
    540 FALSE 540
    539 FALSE 539
    539 FALSE 539
    537 FALSE 537
    536 FALSE 536
    535 FALSE 535
    535 FALSE 535
    533 FALSE 533
    533 FALSE 533
    532 FALSE 532
    531 FALSE 531
    531 FALSE 531
    531 FALSE 531
    531 FALSE 531
    528 FALSE 528
    528 FALSE 528
    527 FALSE 527
    525 FALSE 525
    523 FALSE 523
    522 FALSE 522
    521 FALSE 521
    521 FALSE 521
    520 FALSE 520

    Average of all (from Uncritted column)
    Average 549.9733333
    Pot 2.499878788
    (0.2% off previous test)

    (Min+Max)/2 (again Uncritted column)
    Min 520
    Max 575
    Value 547.5
    Pot 2.488636364
    (0.7% off previous test), also max/min = 1.10577... a bit less than your desired 1.1053

    Removing crits (everything that didnt crit - 90 datapoints)
    Average 549.6888889
    Pot 2.498585859
    (0.3% off previous test)

    All accurate to within 1% of the old test. The choice of whether to use the total average, the (min+max)/2 method, or removing crits is up to the person doing the math. I just happened to choose to remove crits simply because I do not particularly like the (min+max)/2 method.
    With that method, you can have X hits that dont change or improve the accuracy of your test, then suddenly one magic hit outside the range will change things.
    When using an average, EVERY new hit improves your test, rather than waiting out some magical hit that may come in 50 casts, 100 casts, or 1000 casts.

    Keep in mind that no matter how you do this, unless you have something like 1000 hits per datapoint, there WILL be some error. As an engineer by trade and a general math guy, <1% for this kind of testing is good enough. Especially since your accuracy cap is based on your smallest unit over your damage, so my min and max uncritted, my smallest unit error is:
    100/520 and 100/575 = 0.174% to 0.192%. This is THE lowest error possible due to the unit size... make of that what you will.
    (1)
    Last edited by Kenji1134; 12-31-2013 at 03:08 AM.