Jump to content

dipstik

Members
  • Posts

    2,423
  • Joined

Everything posted by dipstik

  1. just last night i accidently overwrote all my high lvl 70 mods so now i dont have anything to level in... keep a set to level your alts in
  2. i thought they made it so you werent able to easily solo stuff that is suppose to be group content
  3. Happy 8th all! many thanks to all the hard working, dedicated folks with bioware and lucasfilms and a big thanks to all the people that spread info about the game through the community!
  4. thanks for the info rabbit. im just trying to reconcile that the game doesnt care about 0.1 seconds (as evidenced by alacrity breakpoint confidence interval data) but you have provided evidence for the game caring about 0.01 seconds. i have shown that there may be evidence for 0.01 second sensitivity in the creep of the confidence intervals. with more data we should be able to put this to bed. integrating disparate data sets for a holistic understanding is not erecting strawmen in my book.
  5. good to hear. i was surprised since i didnt think i said anything rude, i was just suggesting that him saying that he would rather shield more than absorb doesn't amount to much without something supporting his claim. i asked him if he would prefer 60% shield with 40% absorb or 50% shield with 50% absorb and he said 60% shield and i showed him why that was the wrong answer (expected damage= (1-shield_chance)*raw_dmg+shield_chance*(1-absorb)*raw_dmg, assuming 1000 damage we get (1-0.5)*1000+(1-0.5)*(1-0.5)*1000=750 vs. (1-0.6)*1000+0.6*(1-0.4)*1000= 760, so healers have to work harder for the 60/40 setup). i think when i sent him a link to the wiki for expected value he took offense or something... he brought up the same argument about absorb having 30% contribution 9which i take into account in my calcs) but that only makes absorb more valuable due to diminishing returns. people use that argument all over the place. they will say things like "i get 20% crit from spec so i can put more into mastery" or something, but the opposite is true. since you get those points without diminishing return, when you spend points you are utilizing as much of the low slope portion as possible before the slope flattens out.
  6. this is the best post in this thread imo. i have done the comparisons between extremes of the threshold and found no statistcally significant difference between them. there may be differences in the means, but within the confidence interval. you can see from this data: https://pasteboard.co/IzZn0PG.png derived form this data: https://docs.google.com/spreadsheets/d/1QDQ-kZ_fo5Em_lZLh1pQRXdcDRnLLphwFZjR0wDP9HQ/edit#gid=1526455495 that the difference between 0, 755 and 862 is within 0.002 seconds, but in the 1.4 regieon the max part of the confidence interval does creep (.1623, .1683,.1703 and .1723 at 1294,1724,2155 and 3017) this creep amounts to 0.01 seconds. There does seem to be a bais in that the mean (middle of the confidenec intervals) does vary from 0 by 0.03 to 0.05 or so... but again... it does strike me as odd that the game allows only changes in the range of 0.1 seconds, but the OP is suggesting that his data provides evidence that the game activates abilities 0.0x seconds faster due to additional alacrity. if we had access to raw data we could do more.
  7. you sound like a guy that blocked me on discord for showing him math about powertech shield and absorb...
  8. using the parse posted here i do see there is variance: http://parsely.io/parser/view/464962 the standard deviation of cast time is 0.03 seconds. there are 8 instances of a cast time greater than 1.45 s, and 5 instances of less than 1.35 s, out of 155 uses. according to the OP, the aim is to find an alacrity rating which reduces the number of uses above 1.45 s to zero if possible (OP states 1.41). the question becomes at what level of alacrity does this happen, if ever.
  9. dipstik

    6.0 Tank Stats

    updated for named/bland fraction and reactive warding relic data... and very wrong minimum defense numbers for b mod setup... this changes the shield/absorb levels
  10. There are two types of damage and two attack types. Melee/ranged is one attack type, the other is force/tech. The two damage types are kinetic/energy and internal/elemental. Melee/ranged can be defended Force/tech can be resisted Kinetic/energy can be shielded. There is damage reduction for everything but the damage reduction from armor only counts for kinetic/energy The four combinations are melee/ranged+kinetic/energy, melee/ranged+internal/elemental, force/tech+kinetic/energy, force/tech+internal/elemental There are no known instances of melee/ranged+internal/elemental . Weapon damage is melee/ranged, and uses your weapon and hence a weapon damage modifier for damage calculations. Bosses have attacks called melee or ranged damage and those have 90% accuracy, whereas their named abilities have 100% accuracy, unless it pertains to a phase of the fight where they wants a certain amount of damage going out.
  11. dipstik

    6.0 Tank Stats

    added dxum damage weights to sheet. missing Trandoshan Squad still.
  12. it looks like i had that tactical on when i came up with the numbers... i will add the bonus now. but yeah if you want to remove the buff just reduce the damage bonus by 1 for toxic blast (change 1.25 to .25)
  13. https://drive.google.com/open?id=19a1Pne2a4Bu4nLhJMmj5J_3RyNf9FbIp based off matlab function and script by weisshun im not using any coefficents and stuff, just the estimate values. based on one rotation block
  14. the game rounds for you, but if you can use less alacrity, great
  15. i remember damien shubert (iirc) said he wouldnt stop working on the game until it was implimented... which he might have an out since the pts for 1.2 or something had a hood toggle... it was awesome... i was using kalligs countenance and had a hood up... it was everything i wanted... then it disappeared on live... never made the cut... likely because of some species with big tentacles...
  16. made this dumbed down verison of a sheet for lethality 6.0: https://drive.google.com/open?id=1HHMw6pbcKlKcPxA_kbRic7djUXBV-DNs 6.1.1: https://drive.google.com/open?id=1qx-vrJmOjQh8FEBi8OuYfhLmBn323nqi no cooldowns or autocrits, based on usage from this parse: http://parsely.io/parser/view/457507/0
  17. people (Keno and Adu) have done some preliminary work and shown that most classes want more mastery instead of crit around 3,000 to 3,100 crit (some 3,400) taking crit and surge buffs into account as well as weapon/force profiles
  18. just wanted t post that my previous post has been updated
  19. dipstik

    6.0 Tank Stats

    this is near the top of the OP: These are suggested defense, (d), shield (s) and absorb (a) ratings. format uses fraction melee damage (m) as tabulating header. high melee/ranged bosses would be closer to m=1, and high force/tech bosses are closer to m=0.1 boss_damage*squish - self _heals*heal_buff - heals_received*healer_buff*heal_buff - self_bubble - relic bubble = damage taken. Squish is the fraction of damage taken, so the lower the better. I have assumed 15,000 boss dps for these calcs. S:Shrouded Crusader (on use shield and absorb) A: Avoidance (Static Absorb buff) M: Matrix Shield (Static shield buff) I: Imperiling Serenity (Defense on Use) W: Reactive Warding (bubble) - unknown bubble size at this point. Assumed 15000 in sheet, but not reporting. this is from the assumptions spoiler: definitions: defense d, absorb a, shield s, fraction m/r+k/e kw (w for weapon), fraction f/tr+k/e kf, fraction m/r i/e ew, fraction f/t +i/e ef, fraction named fn, fraction bland fb, damage reduction of k/e dr_k, damage reduction of i/e dr_e, damage reduction of m/r dr_w, damage reduction of f/t dr_f, overall damage reduction dr rdd is dynamic relic buff to defense rating, rda is dynamic relic buff to absorb rating, rds is dynamic relic buff to shield rating. rsd is static relic buff to defense parentheses without a * means a function of. like f(x,a,b)=a*x+b kw_squish(d,s,a)= (0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_k+dr_w+dr))) ew_squish(d,s,a)=(0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_e+dr_w+dr))) kf_squish(d,s,a)=(0*r+[(1-r)*(1-s)+(1-r)*s*(1-a)]*(1-(dr_f+dr_k+dr))) ef_squish(d,s,a)=(0*r+(1-r)*(1-(dr_e+dr_f+dr))) squish(d,s,a)= kw*(fn*kw_squish(d)+fb*kw_squish(d+0.1)) + ew*ew_squish + kf*kf_squish + ef*ef_squish relics: relic_on_squish*time_on+relic_off_squish*time_off for two on use relics it is assumed to have one relic used then when it loses its buff you use the 2nd relic, both on cd. sigma= sqrt(sum(probability[ij]*(squish[ij] - squish)^2) where i runs over kw_named, kw_bland, kf and ef (i thought there was ew damage, but i guess not) and j runs over defended, resisted, shielded and full hit. note that squish[ij] differs from the squish previously calculated as it is independent of defense, shield and resistance. see the spreadsheet for more detail.
  20. seems like the best amps are going to be force/tech or weapon/periodic depending on you damage profile
  21. happy to hear everyone is unhappy with stat capping... hopefully they will do something about it... and their logic was it was too much work to rescale content? thats a slap in the face to everyone paying subs
  22. the hard cap on crit from crit rating is 30% and 20% form mastery, which happen at infinite crit rating and infinite mastery crit rating = 30* ( 1 - ( 1 - ( 1 / 30) )^( (rating/75 ) / 1.503) ) crit from master= 20* ( 1 - ( 1 - ( 1 / 20) )^( (rating/75 ) / 8.43) ) for crit rating the slope halves at 2300 crit rating for mastery the slope halves at 8544 mastery
  23. Just had 4 empty crates and that's after logging off and back on, aalso quitting the game, zoning and waiting 30 minutes. Only thing I didn't try was logging onto a different character.
×
×
  • Create New...