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  1. #10
    Player
    Zfz's Avatar
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    Aug 2013
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    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    Firestarter/Thundercloud and Split/Slug shot Procs pretty much state that there are at least 2 rolls made, the fact that we can get multiple individual item drops from kills implies that they are not using tables over multi rolls for drops, and the method that Shelltron operates on in respect to Crits as mentioned would not happen the way it does if it was a table.
    I'm not sure I understand why Firestarter necessitates a multi-role attack resolution for physical attacks. It is not unheard of (in fact WOW uses two-roll system for magic attacks and one-roll system for physical attacks) to have magic and physical attacks work differently. The rules for drops also doesn't necessarily mean anything for attack resolution.

    EDIT: Even with Split/Slug shots, they are procs, not attack resolutions. Why do they necessitate a multi-roll model?

    And in my attack table method I already illustrated that it will give you the exact same results from your tests. When SheltronRaw Intuition is activated, in your multi-roll scenario it works like this: (let's ignore block for now because it's just a different form of parry for us)
    Parameters: Hit=85%, Crit=5%, Parry=100%.
    Hit roll 56 (56<85, a hit) -> crit roll 3 (3<5, a crit) = crit, resolution complete.
    Attack ends up as a crit even though SheltronRaw Intuition is active
    and in my attack table scenario it works like this:
    Parameters: Miss=15%, Crit=5%, Parry=100%.
    Roll 18.
    Check miss 18-15=3, 3>0, not miss.
    Check crit 3-5=-2, -2<0, a crit. Resolution complete
    (It doesn't get to check parry, exactly the same as your model.)
    You see, when we say "roll", it means physically "roll a new random number". A multi-roll system means rolling a new random number each time you check for the next possible result. A single-roll "attack table" system means that one number is used to determine where your result is.

    Think of the attack table model like throwing a dart with the target circle divided into the different results.
    Think of the multi-roll model like throwing a dart at several different target circles of varying sizes.

    Quote Originally Posted by Ultimatecalibur View Post
    Enemies (of different levels at the least) have different accuracies...A stat based multi roll If:Then:Else tree is much simpler to program and far less data intensive.
    I think you misunderstand what I meant by the attack table system. Perhaps you know it by some other name. Or maybe I should call it the attack table model. As illustrated with my example above, all that is required are the exact same data your multi-roll model require. Do your multi-roll model not need to specify the hit rate for each level difference? That same hit rate is used without any additional processing requirement in the attack table model.

    The attack table model is called not because we actually go list every possible roll outcome and do a look-up as if from a table of results. Actual processing requires only knowing the thresholds, and the only difference between your model and the attack table model is that when you are rolling new random numbers, we are doing a subtraction. We still go through the same if-else structure.

    But what is easier is irrelevant. What we want is actual evidence of the system, and none of what you mentioned disproves the attack table method.

    Quote Originally Posted by Ultimatecalibur View Post
    I'm not quiet certain of what you are trying to say here.
    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.

    In a single-roll model, 10% parry rate on our character info will give us about 10% of the swings ending up as parry from our data. Removing misses and crits from the data will actually skew our result.

    So it is important to know what system we're working with, if we want to find out exactly what parry rate we gain from every point of parry.
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    Last edited by Zfz; 07-20-2015 at 06:43 PM. Reason: arrgh not thinking clearly
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