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  1. #11
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Its more about when the buff is applied and triggers.

    An IF THEN ELSE chain would do the following when checking an attack*:

    If Awareness = True THEN [Crit = 0] ELSE[
    If RawIntuition = True AND Position = Flank or Rear THEN [Crit = 255] ELSE[
    Crit = "Crit Formula"]

    If RNG < Crit THEN [Critical Hit] ELSE [

    If Shelltron = True THEN [Block = 255, Recover X MP, Remove Shelltron] ELSE[
    IF Bullwark = True THEN [Block = "Block formula"+153]]

    If RNG < Block and Position = Front THEN [Blocked Hit] ELSE [

    If KeenFlurry = True THEN [Parry = "Parry formula" + 204] ELSE [If DarkDance = True THEN [Parry = "Parry formula" + 51]]

    If RNG < Parry and Position = Front THEN [Parried Hit] ELSE [HIT]]]]

    *It has been ages since I actually last programed as so this should not be taken as "it must be this way" its an illustration of a possible way to do it.

    In your single roll model Shelltron would either need two steps (one before the roll to modify the table and one after to proc off the block) in order to trigger or would always trigger on the first physical attack after it was used.

    Quote Originally Posted by Zfz
    I'm saying that in a multi-roll model, the individual probabilities do not equal to the actual in-game result.

    In your specific multi-roll model, a parry rate of 10% (let's again ignore block) is actually the event of "hit && not crit && parry", and using the above example parameters of 85% hit rate, 5% crit rate, this event has the probability of 0.85*0.95*0.1=0.08075, i.e. only 8.075% of the swings taken at you will end up as parries. Meaning when we take our data, with a 10% parry rate on our character info, our data will show about 8% parry rate instead. That is why it was suggested that we remove the misses and the crits when calculating the parry rate from the data.
    We are only seeing the final result (was an attack parried or not) and only can see one of the variables. There is nothing telling us X Parry value = 10% Parry. All we know and have been told is that a Program uses our Parry stat and character level and a Random number to determine if we have parried or not. The X% parry numbers are percentages based on parsed data. Nothing in game tells us our Percentage Block Rate or Percentage Parry Rate.
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    Last edited by Ultimatecalibur; 07-20-2015 at 07:31 PM.