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  1. #101
    Player
    WorldFree's Avatar
    登録日
    2014/01/08
    投稿
    2
    Character
    World Free
    World
    Ultros
    Main Class
    巴術士 Lv 50
    Maybe I'm missing something here but, once you have the Weapon Damage Formula, isn't the only thing that matters the crit modified base damage?

    With Bio as an example I get 116.418 for the "old" BiS and 116.245 for the "new" BiS set.

    Using Fester as an example I get 873.142 and 871.843 for "old" and "new".

    Not sure why that doesn't correlate to the Stat weights and Total INT calculations. But old > new on per cast basis

    EDIT: Also, What about Maim and Mend I at Level 20 which is a 10% boost to base action damage
    (2)
    2014/01/17 12:52; WorldFree が最後に編集

  2. #102
    Player
    Kalandros's Avatar
    登録日
    2013/08/22
    Location
    Girdania
    投稿
    372
    Character
    Kalandros Shadowsun
    World
    Gilgamesh
    Main Class
    巴術士 Lv 50
    Thats just theoretical BiS for Twintania.
    You don't need that much Accuracy for anything else.
    (0)

  3. #103
    Player
    Seobit's Avatar
    登録日
    2013/10/18
    投稿
    246
    Character
    Luna Clear
    World
    Cactuar
    Main Class
    巴術士 Lv 60
    Caster accuracy is the same for all of coil, unlike physical classes who have different requirements for 1-4 and 5.
    (0)

  4. #104
    Player
    T0rin's Avatar
    登録日
    2013/10/25
    投稿
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    召喚士 Lv 60
    Quote 引用元:Kalandros 投稿を閲覧
    Thats just theoretical BiS for Twintania.
    You don't need that much Accuracy for anything else.
    So you take off the earring and use the allagan one instead. You take off the acc belt/ring and use a better one instead. I mean, I can math out sub-448 acc sets, but this is BiS for 448. The whole point was to disprove the long help (by many, not all) idea that CRT > DET for purposes of determining what is best, when it isn't that simple.

    Quote 引用元:WorldFree 投稿を閲覧
    Maybe I'm missing something here but, once you have the Weapon Damage Formula, isn't the only thing that matters the crit modified base damage?

    With Bio as an example I get 116.418 for the "old" BiS and 116.245 for the "new" BiS set.

    Using Fester as an example I get 873.142 and 871.843 for "old" and "new".

    Not sure why that doesn't correlate to the Stat weights and Total INT calculations. But old > new on per cast basis

    EDIT: Also, What about Maim and Mend I at Level 20 which is a 10% boost to base action damage
    Damage per cast is not the whole picture, you need to factor in spell speed, which contributes to overall weight.

    Maim and Mend I does not stack with Main and Mend II.
    (0)

  5. #105
    Player
    WorldFree's Avatar
    登録日
    2014/01/08
    投稿
    2
    Character
    World Free
    World
    Ultros
    Main Class
    巴術士 Lv 50
    Quote 引用元:T0rin 投稿を閲覧
    Damage per cast is not the whole picture, you need to factor in spell speed, which contributes to overall weight.

    Maim and Mend I does not stack with Main and Mend II.
    Even when ignoring spell speed the Total INT weight is ~706 for old BiS and ~716 for new BiS.
    (2)

  6. #106
    Player
    T0rin's Avatar
    登録日
    2013/10/25
    投稿
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    召喚士 Lv 60
    Quote 引用元:WorldFree 投稿を閲覧
    Even when ignoring spell speed the Total INT weight is ~706 for old BiS and ~716 for new BiS.
    You do bring up a good point... hmmm..

    So right now.. I'm determining weights based on gear adjusted stat totals. Then I'm applying those weights to the gear based stat totals to determine a point value for the entire set. It seems like I need something that is more static somewhere in order to make the gear sets relative to each other.

    In no scenario should a set that ignores SS contribution produce less damage per hit than another set with a lower weighted int total. Yet that is what is happening. Perhaps creating a valuation of the set as a whole based on relative stat weights is not the way to go. I need to come up with a better way to factor in SS contributions as a modifier to the damage formula itself, which means we need to sim a rotation which is at least a minute in length, to figure out a true SS modifier.

    Well, this is discouraging, but helpful. Obviously my methodology for determining BiS is flawed, I guess the question is... what should be done to fix it? It seems based on preliminary results, that the old and new sets are very close without SS factored in and will be even closer with SS factored in, but obviously this disconnect between stat weights and damage output needs to be corrected.
    (0)

  7. #107
    Player
    ticdup's Avatar
    登録日
    2013/11/09
    投稿
    56
    Character
    Ticdup Unffunff
    World
    Excalibur
    Main Class
    巴術士 Lv 50
    Quote 引用元:WorldFree 投稿を閲覧
    Using Fester as an example I get 873.142 and 871.843 for "old" and "new".
    Over how many samples of fester with each gear was done to derive these averages?
    (0)

  8. #108
    Player
    T0rin's Avatar
    登録日
    2013/10/25
    投稿
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    召喚士 Lv 60
    Quote 引用元:ticdup 投稿を閲覧
    Over how many samples of fester with each gear was done to derive these averages?
    None, they were calculated.
    (0)

  9. #109
    Player
    paradigmfellow's Avatar
    登録日
    2013/08/23
    投稿
    215
    Character
    Trance Paradinefellow
    World
    Balmung
    Main Class
    赤魔道士 Lv 70
    There goes the new BIS
    (2)

  10. #110
    Player
    T0rin's Avatar
    登録日
    2013/10/25
    投稿
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    召喚士 Lv 60
    Quote 引用元:paradigmfellow 投稿を閲覧
    There goes the new BIS
    No, from the numbers, and the un-factored in SS, which is better on the new sets, the end result is going to be that the old and new are almost identical in damage output. Which is good, because people with the old set won't be bad off, and people have the flexibility of adopting the new set.

    There is just more work to be done, we have to sim out a proper rotation with the damage formula and gear set bonuses before we can really know what produces the best damage. My methodology for determining what is best simply brought a new set into the spotlight. Now we need to create a scenario that is as close to actual gameplay as possible to figure out which is actually best.

    In the end, I am fairly certain they are going to be _really_ close.
    (0)

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