It's a step function so your linear regression isn't going to look good.Pretty messy dataset. Can dump linear regression on it based on deviation from minimum value,
f(x) = 0.400x + 24.01
r^2 = 0.357
I'm wondering if it's a linear increase in DPS relative. I noticed that my block strength with the same shield decreased as I leveled through Toto-Rak, which suggests to me that it might be all normalized by the base level value. If so, the 512 parry would suggest a 15.99% base parry rate with base dex and base parry. Just a hypothesis -- should be easy enough to test using a weathered axe and no +dex or +parry gear.
Last edited by Gamemako; 11-19-2013 at 05:06 AM.
Everything in this game that has been analyzed has worked as a step function. While it may not necessarily be true that this follows, you should know better when dealing with probabilities than to use the method you are using.
Yes, I do see evidence of step function here. There appears to be a significant break with the testing around 240ish. The only issue is whether there is a second break point earlier (which I don't think there is anymore, but Niinjitsu's data indicated there likely was). You do understand that the we're going to see a roughly normal distribution (trials aren't held constant) about the expected value right?
Are you telling me what you showed doesn't look like a step function? Because it most certainly does.
Currently at 347 STR and 191 DEX, focusing on getting ilevel 90 tank accessories and not the ilevel 70 crafted DPS ones, I parry 23% of a hit and I seem to parry about 22% of the time according to the same model you use.. If I dropped all my tank accessories (assuming all ilevel 90) I would sacrifice 25 VIT and 15 Parry (this includes melds into DPS accessories) to gain 2% more parry mit and roughly 5% increased parry chance which is basically .1% flat mitigation? I can see getting STR and some DPS stats for damage/enmity and self healing, but DEX seems like a giant waste of points just to increase the chance that you mitigate a % of a single hit at least Parry just inherently comes on tanking gear. I highly doubt that full ilevel 70 crafted accessories melded for tanking will net the same effective HP a tank has with pure tank gear.
If you just look at the 25 VIT alone, the DPS accessory setup needs to equate to 6.104% more mitigation just to equalize the loss in the VIT, as far as effective HP goes. Obviously that isn't coming from the Parry boosts, not sure on the self heals, that could use some testing.
Looks like a step function. From how it appears, it looks like 14 Dex increments starting from 211 to reach the next % level.
The 209 run is a little strange unless 24% is the floor.
211 - 24%
225 - 25%
239 - 26%
253 - 27%
Last edited by Judge_Xero; 11-19-2013 at 09:34 PM.
Might be more to it than that.
Assuming 0.08 per Parry - 341 would give 27% by itself. - but between 341 and 512 it works.
Great job so far Ruckus. I'm very curious to know if they work in Tiers.
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Any updates on this? I know it got lost here on the forums.
Thank you for the effort and input from everyone in the thread.
Found an HP some weeks ago, that seems to be quite accurate about STR-Tiers:
http://valk.dancing-mad.com/?page_id=227
I hope this will help.
Pretty sure everyone is familiar with this "data". The problem is that there have been many tests with better methodology since the game has released that have proven some things incorrect from that site, which gathered its data through beta and very minimal tests compared to today.Found an HP some weeks ago, that seems to be quite accurate about STR-Tiers:
http://valk.dancing-mad.com/?page_id=227
I hope this will help.
For example there are people who state that 240/241 DEX is the tier, rather than 243 like STR. Shrug.
However, thank you. You cared enough to find data to help everyone and you made sure everyone knew about it. You're awesome (no sarcasm).
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