It would be (x + WD)*STR*Delay/X. And that's changing the outcome.Your second formula can be re-written as (1+WD)*STR*Delay/X
It would be (x + WD)*STR*Delay/X. And that's changing the outcome.Your second formula can be re-written as (1+WD)*STR*Delay/X
Last edited by Hustensaft; 07-28-2015 at 09:28 PM.
Blarg. Well, I missed that it would be X+WD, but the formula you wrote there would be the same outcome as your original, because you can do multiplication and division in any order as long as you don't botch the parentheses. So we now have (X*Delay + Delay*WD) as being the determining factor. In order for Baldur to beat Expanse…
X*2.56 + 2.56*63 > X*2.4 + 2.4*68
2.56*X - 2.4*X > 2.4*68 - 2.56*63
.16X > 163.2 - 161.28
.16X > 1.92
X > 12
Alternately, I have multiple points where an increase in WD and decrease in Delay cause a higher ilvl weapon to output the same damage range as a lower ilvl one. If I set their formulas equal to each other…
X*2.56 + 6*2.56 = X*2.4 + 7*2.4
.16X = 16.8 - 15.36
X = 9
X*2.72 + 14*2.72 = X*2.56 + 16*2.56
.16X = 40.96 - 38.08
X = 18
X*2.56 + 20*2.56 = X*2.4 + 23*2.4
.16X = 55.2 - 51.2
X = 25
X*2.64 + 30*2.64 = X*2.56 + 32*2.56
.08X = 81.92 - 79.2
X=34
X*2.72 + 58*2.72 = X*2.56 + 63*2.56
.16X = 161.28 - 157.76
X=22
So, yeah, the formula still doesn't work.
Well, it kinda is even in the sim if you're using Dervy's formula, since delay is a factor of the AA_DMG term.In the sim, delay is not a factor in the damage - whether or not that is how the weapon is balanced is sort of irrelevant. The sim fires off autoattack events every DELAY seconds, using stats and AA_DMG to figure out the damage of each autoattack. So if that is incorrect or isn't how the game does it then we need to revisit this.
Last edited by Viridiana; 07-28-2015 at 09:55 PM.
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