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Ranking the Weapon Mastery
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<blockquote data-quote="Stalker0" data-source="post: 9017601" data-attributes="member: 5889"><p>So thinking about this more, I think this is a little too white room.</p><p></p><p>Again, if we factor in the ideas that you have to hit the same monster and the monster has to live, just doing a pure attack average over many attacks just feels wrong.</p><p></p><p>Instead I am going to assume 4 attacks (2 attacks per round over 2 rounds). Since most combats last 3 rounds, we are assuming that the attacker is hitting the same creature for two full rounds, which I think is reasonable in the context of many fights). We assume no advantage on the first attack, and then play out advantage on the others based on the hits to see how it goes.</p><p></p><p>Running the numbers that way (I am using a million run simulation so its not perfect theory but should be close).</p><p></p><p>Without Vex (assuming a 60% hit, 5% crit chance on the base attack)</p><p>Hit: 60%</p><p>Crit: 5%</p><p>Damage: .6 * 8.5 + .05 * 13 = 5.75</p><p></p><p>With Vex</p><p>Hit: 70%</p><p>Crit: 7.7%</p><p>Damage: .7 * 8.5 + .077 * 13 = 6.951</p><p></p><p>Overall Improvement: (6.951 - 5.75) / 5.75 = 20.9% increase</p><p></p><p>Now that actually doesn't look like a big increase at all, in fact....lets just Flex for a second.</p><p></p><p>No Flex:</p><p>.6 * 8.5 + .05 * 13 = 5.75</p><p></p><p>With Flex</p><p>.6 * 9.5 + .05 * 15 = 6.45</p><p></p><p>Flex: 6.45 - 5.75 / 5.75 = 12.2% increase.</p><p></p><p></p><p>So Vex is better, but honestly not THAT much better, especially if you factor in times where Vex has no benefit, for flex is always working.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9017601, member: 5889"] So thinking about this more, I think this is a little too white room. Again, if we factor in the ideas that you have to hit the same monster and the monster has to live, just doing a pure attack average over many attacks just feels wrong. Instead I am going to assume 4 attacks (2 attacks per round over 2 rounds). Since most combats last 3 rounds, we are assuming that the attacker is hitting the same creature for two full rounds, which I think is reasonable in the context of many fights). We assume no advantage on the first attack, and then play out advantage on the others based on the hits to see how it goes. Running the numbers that way (I am using a million run simulation so its not perfect theory but should be close). Without Vex (assuming a 60% hit, 5% crit chance on the base attack) Hit: 60% Crit: 5% Damage: .6 * 8.5 + .05 * 13 = 5.75 With Vex Hit: 70% Crit: 7.7% Damage: .7 * 8.5 + .077 * 13 = 6.951 Overall Improvement: (6.951 - 5.75) / 5.75 = 20.9% increase Now that actually doesn't look like a big increase at all, in fact....lets just Flex for a second. No Flex: .6 * 8.5 + .05 * 13 = 5.75 With Flex .6 * 9.5 + .05 * 15 = 6.45 Flex: 6.45 - 5.75 / 5.75 = 12.2% increase. So Vex is better, but honestly not THAT much better, especially if you factor in times where Vex has no benefit, for flex is always working. [/QUOTE]
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