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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
    But beyond just having the damage formula, we also need a way to get some useful data out of it.

    The way I have been going about it is thus:

    In Excel, using the given model and a given set of stats, I calculate a base potency.
    Then I add 5 new rows of stats, where in each set 1 parameter is increased by 1. So WD+1, Int+1, Det+1, Crit+1, and Spd+1.
    I calculate the potency for each new row using the same formula, then subtract the result of each new row from the original unaltered stats. This gives me the potency gain for increasing a given parameter by 1.
    Lastly, I divide each of the results from the above procedure by the increase from Int, putting everything onto an Int scale.

    Once everything is done, for BLM, I typically get something that looks like this:
    WD = ~6
    Int = 1
    Det = ~0.27
    Crit = ~0.19
    Spd = ~0.20

    These are the resultant stat weights, roughly, that I get from analyzing small controlled variations in the damage model.
    (1)

  2. #2
    Player

    Join Date
    Aug 2013
    Posts
    14
    Quote Originally Posted by Kenji1134 View Post
    But beyond just having the damage formula, we also need a way to get some useful data out of it.
    There's one thing wrong with this unless you're formulating this on a rotation basis;
    The key thing missing by just checking changes in potency is interactions, rng, and procs from abilities and the fact that even though theres a set amount of crit rate, that you have more chances to crit when an ability is used more.

    It's hard to pin a weight when you can't formulate/simulate a scenario.
    If you really want to do this via a spreadsheet I'd recommend trying to pin a perfect rotation down over a span of say minutes and check the amount of abilities used during that duration. You can calculate damage etc from that amount and get real DPS and formulated weights for that run. You can then adjust the crit values to an assumed average and try to generate a nice report and weights based on this.
    (1)
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