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  1. 07-20-2015 10:59 PM
    Reason
    Re-reading

  2. #2
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rbstr View Post
    Now that Raw Intuition and Shelltron exist we can more clearly see that crits exist at a higher priority yet than blocking or parrying.
    What about the miss rates?

    We now know that it checks Crit > Block > Parry, does miss go right at the front, or does it go after parry? Any conclusions on that yet?
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  3. #3
    Player
    spelley's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    250
    Character
    Light Seeker
    World
    Behemoth
    Main Class
    Lancer Lv 67
    Miss would only make sense to go BEFORE everything else, as all the other calculations can be skipped (and thus be more efficient) in the case of a miss. So the order should be:

    Miss% -> Crit (since it is never effected by Block or Parry) -> Block (evidence to prove Block > Parry) -> Parry

    You do it this way so you can ignore/skip the rest of the chain, and thus be more efficient, the moment one of the flags is thrown. IE: If it's a miss, there is no need to calculate whether it could have been a crit/parry/block etc.

    As a programmer, I'd definitely have each as their own separate roll. If you have it in a table, you have to calculate the whole table at the start each time, instead of having a couple of smaller operations that only conditionally need to be made IF they are applicable.
    (0)

  4. #4
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by spelley View Post
    As a programmer, I'd definitely have each as their own separate roll. If you have it in a table, you have to calculate the whole table at the start each time, instead of having a couple of smaller operations that only conditionally need to be made IF they are applicable.
    Just want to say this again, there is no actual table lookup. The actual code could be like this:
    Code:
    r = random(1);
    r = r - missrate;
    if (r<0) then { //miss }
    else {
      r = r - critrate;
      if (r<0) then { //crit }
      else {
        r = r - blockrate;
        if (r<0) then { //block }
        else {
          r = r - parryrate;
          if (r<0) then { //parry }
          else { //regular hit }
        }
      }
    }
    j


    There is no table to calculate. While the concept is a table, we don't go mindlessly implement a table lookup. The effect of this implementation is the attack table. When you activate Awareness, the buff management code sets that critrate at 0 and the above code runs happily with no additional checks and magically results in 0 crits. When Awareness wears off, the buff management code puts that critrate back to what it should be, and viola you will eat crits again. Since the buff management code is outside of the combat resolution loop, it is more efficient than checking on every attack whether you have Awareness up or not.

    The various rates are the exact same rates you would roll against in their own seperate roll. To change that code to a multi-roll model, you just replace all the subtractions with "r = random(1);", and replace all the if conditions with "if (r<___rate)":
    Code:
    r = random(1); // roll a number between 0 and 100%
    if (r<missrate) then { //miss }
    else {
      r = random(1);
      if (r<critrate) then { //crit }
      else {
        r = random(1);
        if (r<blockrate) then { //block }
        else {
          r = random(1);
          if (r<parryrate) then { //parry }
          else { //regular hit }
        }
      }
    }


    ----

    In any case, now that we have the priority list, we will need to find the miss/crit/block rates before we can actually calculate a constant "parry -> parry rate" conversion at level 60. Although we can just look at the real rates, that real rate will change depending on our miss/crit/block. For WAR/DRK it doesn't change because of zero block, but for the PLD, every time we upgrade a shield, our real parry rate per point of parry drops.

    At 322 block and 530 parry, we're looking at real rates of about 18.5% block and 11% parry.

    I'm starting to think data collection should be more complete with total swings, crits, blocks, parries all recorded. Otherwise we may not notice anomalies that may point to more intricacies of the system.
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  5. #5
    Player
    Yorumi's Avatar
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    Sep 2013
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    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Zfz View Post
    snip...
    Just wanted to add a little extra logic here. I have no idea how ff14 implements things but, it's worth mentioning that although small, rolling a random number does require cpu time. Again minor, but the single roll algorithm is more efficient than the multi-roll algorithm. Given that it's an MMO server, produces essentially the same outcome, and is more efficient, I have trouble seeing any real reason a programmer wouldn't do a single roll system.
    (4)

  6. #6
    Player
    Rbstr's Avatar
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    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Misses appear to go in front. But they've never been relevant in BCoB, those bosses never missed while they were relevant (I dono if they do now if you go in undersized). You're welcome to go do the parsing, if you think the intricacies matter. Go hang out near a lvl60 mob and let it smack you for an hour or two or something.

    From what we've seen so far parry is only worse than it was in 2.x, it blocks for substantially less than it did before and the parry rate builds even slower per point than before. And the big one is that War and PLD both got new physical-only CDs. DRK has a big parry rate CD too.
    I'll continue to avoid it as much as practical unless encounter design starts to make it more useful. (Notably, the first boss in Fractal Continuum has a parry-friendly tank buster of many hits in a small fraction of time.)
    (2)
    Last edited by Rbstr; 07-21-2015 at 12:15 AM.

  7. #7
    Player
    Phoenicia's Avatar
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    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Rbstr View Post
    From what we've seen so far parry is only worse than it was in 2.x, it blocks for substantially less than it did before and the parry rate builds even slower per point than before.
    Wanted to point out that it is NOT that parry was "nerfed" per se. In fact there is a level modifier applied to all secondary stats. This modifier seems to reduce the efficiency per point of all secondary stats as you level up (Even though you get more base stat of it).

    For example at level 52 at 430 Skill speed I had a GCD of 2.45. I leveled up and suddenly my GCD is 2.46 even though my total skill speed went up due to the base going up. These numbers are off my memory so may not be 100% correct.

    Also remember now that items are a higher level, we get more stats per piece. So in a sense we can assume that the current ilv180 gear is giving equivalent gains of ilv80 gear when we were level 50. (Just assumptions here). Dismissing secondary stats importance solely because they give less than what they did per point when we were capped at 50 is DEFINITELY the wrong way to look at them.
    (0)

  8. #8
    Player
    MythToken's Avatar
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    Dec 2013
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    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    I do believe most data collected so far shows all secondaries contributing about 1/3 of the stat weight they had pre heavensward. (assuming lvl 60)
    So roughly 3x more of a sub-stat is required than before to achieve the same 1% increase.

    This will probably be more relevant in a day when we have esoteric gear implemented alongside alex savage, so that there are actually gear choices.

    I do fear though that sub stat relevancy is being lost with such minimal stat contributions.
    Without gear having absurd amounts of sub stats, or having much higher ilvl scaling as we go forward in heavensward.
    (0)

  9. #9
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by MythToken View Post
    I do believe most data collected so far shows all secondaries contributing about 1/3 of the stat weight they had pre heavensward. (assuming lvl 60)
    So roughly 3x more of a sub-stat is required than before to achieve the same 1% increase.

    This will probably be more relevant in a day when we have esoteric gear implemented alongside alex savage, so that there are actually gear choices.

    I do fear though that sub stat relevancy is being lost with such minimal stat contributions.
    Without gear having absurd amounts of sub stats, or having much higher ilvl scaling as we go forward in heavensward.
    This difference is due to the "downgrade" of gear being "reset" due to being a new expansion. Meaning the current gear we have is basically "starter" gear where stats are low. I think we should make comparisons with how ilv70 was when BCoB first came out and not say the ilv130 gear which was the best available at level 50 cap.
    (0)

  10. #10
    Player
    MythToken's Avatar
    Join Date
    Dec 2013
    Posts
    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Yes that is the reason for the "downgrade".

    But this is the current state of things, and we should be looking at substats as they are now, and not as they were.

    And where they are now = useless (for lack of a better term)

    I do agree with you in that, I hope as ilvl increases they play more of a role in gear choices, and that sub stats scale correctly.
    Or that we are given gear choices at all. (currently we have no choices, unless you are a tank)

    I guess we will see in about a day with esoterics and savage gear.
    (0)
    Last edited by MythToken; 07-21-2015 at 03:16 AM.
    Hoarders gonna Horde.

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