|
Thorb, your problem is you're trying to model a 10 hit period, not a fight. This isn't about a 10 hit period. This is about sustain. You're trying to model edge effects, when one of the base assumptions we're making is that edge effects are going to be ignored.
Flurry uptime is essentially modelable as (again, ignoring edge effects):
1 - ((1-c)^3 +n*c)
Where n is the average number of instant attacks in the time occupied by three swings. The only hard part is getting a good value for n. :)
|