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Message ID: 4448
Date: Tue Jul 27 20:51:27 BST 1999
Author: Kimes, Dean W.
Subject: RE: Weapon efficiencies (OT)


Ummm, no magic there simple math assuming the damage distribution were
linear or bell curved (which it isn't). Max damage is 2xDMG+1 ie for
Longsword at DMG=6 Max damage = 13, min damage = 1. So (13+1)/2 = 7 or
DMG+1. Works for everything since max is 2xDMG +1 and min is 1 and divisor
is 2. However, skill and strenght place an unbalanced curve on damage
dealt. Running the numbers over 100 swings last week versus a white
opponent, with skill maxed at 80 and str=75 damage averaged out at 10.2 on a
weapon that has a max of 13. Safe to assume its a percentage relationship
given the data so, actual average was 10.2/13 = 78% of max or exactly
1.2xDMG. 100 swings is statistically awfully low actually, especially given
the clumpiness factor of Verant's random number generator, but if you watch,
you will do closer to max much more often than you do 1, unless you fight a
lot of red critters. Note that this same clumpiness favors fast weapons
unless the target has a damage shield. Missing 5 times in row doesn't
matter much if it takes 75 hits to kill something. If it takes only 25
blows hitting to kill it those same 5 straight misses hurt a lot, will get
you killed even. Speed is the only defense against bad runs of "luck", but
it will average you out. Your fights will be more predictable, but you
won't be able to push the envelope as far.

Kitasi the number cruncher

-----Original Message-----
From: RON_TALBOT@...
[mailto:RON_TALBOT@...]
Sent: Tuesday, July 27, 1999 1:09 PM
To: eqbards@onelist.com
Subject: Re: [eqbards] Weapon efficiencies


From: RON_TALBOT@...

Ilkka,
Great stuff! (how's Finland these days) But I am curious how you
came to the Damage +1 equaling the average damage potential of a
weapon. I pretty sure your right, from observed damage while playing
but is there something you know that confirms this. For example do
you know how to calculate Max damage?

Thanks,

Ron Talbot
Bujold 18th
Xegony


Ok, I still don't understand why I seem to be the only one that is
noticing what is wrong with the damned formula for weapon
efficiency used just about everywhere. That max damage / delay.
You don't do max damage with a weapon.. you do _average_
damage. Yes dex and str and skill will make it closer to max
more often, but on those battles where damage efficiency
really counts as anything (meaning a tough foe, if its a real wimp
who cares what you wield, you sing back more health probably
than what it can do to you) you are doing really rarely max damage.
Now change the formula to damage+1 / delay and it represents
the average damage. And better yet to ease it out, do the reverse
calculation of delay/dmg+1 and it is way easier to check efficiencies
in your head without a calculator ;)

- Ilkka Salmenkaita, isalmen@...



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