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Official Rules Updates (March 02, 2010)
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<blockquote data-quote="DracoSuave" data-source="post: 5110052" data-attributes="member: 71571"><p>I suggest to you if your analysis begins like this that you do not know what DPR is.</p><p></p><p></p><p>The simplest formula for DPR starts =</p><p></p><p>[average damage per successful hit] X [probability of chance to hit]</p><p></p><p>Of course, critical hits figure in there, etc. etc. but the above is pretty much the way to go for the most part.</p><p></p><p>Which means that if you're going 'But if the monster misses' you have forgotten we've already calculated that in. It would look like this:</p><p></p><p>[average damage per successful hit] X [1 - probability of chance to miss].</p><p></p><p>So... yeah.</p><p></p><p></p><p>Also, if you think any of my posts was advocating high defenses being made higher, again, math fail.</p><p></p><p>All other things being considered tho, raise the most commonly attacked defense, and you reduce the number of hitting outcomes.</p><p></p><p>While I accept the dazed argument, there's other methods to combat that, and I'm personally a fan of DGH-style utility powers to negate the occasional hit that leaks through. (DGH=don't get hit, either 'Effect: The hit misses' or powers that somehow make hits turn into misses.)</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5110052, member: 71571"] I suggest to you if your analysis begins like this that you do not know what DPR is. The simplest formula for DPR starts = [average damage per successful hit] X [probability of chance to hit] Of course, critical hits figure in there, etc. etc. but the above is pretty much the way to go for the most part. Which means that if you're going 'But if the monster misses' you have forgotten we've already calculated that in. It would look like this: [average damage per successful hit] X [1 - probability of chance to miss]. So... yeah. Also, if you think any of my posts was advocating high defenses being made higher, again, math fail. All other things being considered tho, raise the most commonly attacked defense, and you reduce the number of hitting outcomes. While I accept the dazed argument, there's other methods to combat that, and I'm personally a fan of DGH-style utility powers to negate the occasional hit that leaks through. (DGH=don't get hit, either 'Effect: The hit misses' or powers that somehow make hits turn into misses.) [/QUOTE]
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