On Jun 16, 12:29 am, "AngleWyrm" <anglew...@[EMAIL PROTECTED]
> wrote:
> "Nathan Mates" <nat...@[EMAIL PROTECTED]
> wrote in message
>
> news:A7idne3Hm4-uU8jVnZ2dnUVZ_qLinZ2d@[EMAIL PROTECTED]
>
> > In article <862dnVC3MJN6BcjVnZ2dnUVZ_oLin...@[EMAIL PROTECTED]
>,
> > AngleWyrm <anglewyrm_nospamtha...@[EMAIL PROTECTED]
> wrote:
> >>is the same thing as
> >>This * That * Another * YetAnother
> > Once again, you seem to be convinced that you're making a
> > point. Yet, I fail to share your enthusiasm that you've communicated
> > anything.
>
> Ok, the above simplification shows that it is ultimately just
> multiplication.
Well, no, that's wrong. The equation was:
avg.dmg= % to hit * (weapon dmg. + str bonus +
equip bonus + ( % crit * crit dmg))
lumping the sums together gives
% to hit * (normal dmg + (% crit * crit dmg))
a*(b+c*d) is not equivalent to a*b*c*d
> Let's say a character gets stuff/skill up to 90% of max in all four
> componants. The outcome is 0.9^4 = 0.6561, or about 66% of the max
'average
> damage'.
Let's say max % to hit is 90% (even the best miss sometimes)
Set ordinary damage as D, max. critical chance at 20%,
and we'll say a critical causes the defender to take double
damage from the hit.
max avg = (.9 * (D + (.2 * D))) = 1.08 * D
90% player
= ((.9 * .9) * ((.9 * D) + ((.2 * .9) * ( .9 * D))))
= 0.86 * D
..86/1.08
a little shy of 80%.
Fiddling around with different values in this model
will give 81% for the [.9 guy]'s best case, his worst:
72.9% of the maximized average damage.
> The question as I understand it is: So what?
>
> Only when the player gets the very best stuff will they get into the top
> THIRD of damage output. In other words, Common/Uncommon/Rare is already
> built into the system.
BZZZT. Sorry. Wrong. The question is: Can you see why?
HINT: You're changing the assumptions without considering
the effect it has on the results.
> Does it matter? Yes: Start a new character in the game Hellgate:London,
and
> go kill the quest monster Moloch. This takes about an hour of gaming,
and
> takes the PC to around level 8. From that point on, observe how often
you
> actually swap monster drops into current inventory. The reward frequency
is
> less than one piece per several gaming hours, even though the player
goes
> through literally hundreds of monster drops. It is a case of "this
feature
> is broken as intended"
Completely unconnected to your premise.
----
Geoff


|