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Help with damage calculations DPR
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<blockquote data-quote="Nagol" data-source="post: 7168198" data-attributes="member: 23935"><p>If it were the case that the player always had to roll twice to hit then it's simple: DPR = (probability of hit) squared * 2 * expected hit damage (ignoring critical hit effects),</p><p></p><p>But it's not. The player has the option of rolling again. If we assume the player is somewhat rational, then if the probability of a successful hit is less than 50% then the option will be discounted since the effect on damage is "double or nothing" (ignoring edge cases where it may be more valuable to get a large damage result than just get a damage result) Then the DPR becomes probability of hit * expected damage. If the player expects to roll a second time then DPR calculation is the same as one in the first paragraph.</p><p></p><p>Even if the probability of a hit is greater than 50%, the player may opt to simply take the single effect as in many cases, the one set of damage will accomplish the goal (drop the enemy to 0, break the item, whatever).</p></blockquote><p></p>
[QUOTE="Nagol, post: 7168198, member: 23935"] If it were the case that the player always had to roll twice to hit then it's simple: DPR = (probability of hit) squared * 2 * expected hit damage (ignoring critical hit effects), But it's not. The player has the option of rolling again. If we assume the player is somewhat rational, then if the probability of a successful hit is less than 50% then the option will be discounted since the effect on damage is "double or nothing" (ignoring edge cases where it may be more valuable to get a large damage result than just get a damage result) Then the DPR becomes probability of hit * expected damage. If the player expects to roll a second time then DPR calculation is the same as one in the first paragraph. Even if the probability of a hit is greater than 50%, the player may opt to simply take the single effect as in many cases, the one set of damage will accomplish the goal (drop the enemy to 0, break the item, whatever). [/QUOTE]
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