Hi all,
sorry to make yet another ignite thread, but I think this is interesting, and I haven't seen it yet around here.
(Note: a LaTeX'd .pdf of this text is available here:
http://astro.physics.upenn.edu/~hsta...e_halflife.pdf, which should be more readable.
Inspired by the interest in rolling ignites, I decided to calculate the expected duration of an ignite, assuming your mages are all spamming scorch once the initial stack is set up.
Let P(crit) be the chance to score a crit on a single scorch. Let P(hit) = 1 - P(crit). Let there be N mages each with the same %crit chance. I will use ** to denote exponentiation and ! to denote factorial.
In a given 4-second interval, a mage will either land 2 or 3 scorch spells: two thirds of the time, there will be 3 scorches, one third of the time, the mage will land 2. Let's assume then, that due to lag etc. the offsets are random and that, for a given mage, her contribution will be
P(2s) = 1/3
P(3s) = 2/3
The number of ways to land M scorches in 4 seconds with N mages is [N choose (M-2N)]
[top] N!/((3N-M)!(M-2N)!).
You can verify this by considering the first few cases with N
1,2,3,4. (It makes a Pascal's triangle).
So, in a 4-sec interval, the probability that M scorches will land is:
P(M scorches) = {[N choose (M-2N)] * P(3s)**(M-2N) * P(2s)**(3N-M)} if 2N<=M<=3N
[top] 0 otherwise
So, the probability that with you do not crit in 4 secs is:
P(no crit given M scorches)
P(M scorches) * P(hit)**(M)
P(no crit in 4sec given n mages) = Sum_i P(i scorches)*P(hit)**i, for 2N<=i<=3N
1-P(stay).
So then the length of the ignite should follow a [a href="http://en.wikipedia.org/wiki/Geometric_distribution"]geometric distribution[/a]: the expectation value for the number of 4sec intervals that the ignite lasts is
<T_ignite> = P(stay)/P(fall).
The probability that it lasts exactly n intervals is
P(ignite lasts 4n seconds) = P(stay)**n * P(fall).
A perl program (ignite_time.pl) to calculate these quantities is available at
http://astro.physics.upenn.edu/~hstabena/
Some numbers:
N_mages critrate P(fall) <T_ignite> (sec)
3 0.15 0.27 10.5
3 0.2 0.17 19.4
3 0.25 0.10 34.8
4 0.15 0.18 18.4
4 0.2 0.095 38.3
4 0.25 0.048 78.9
5 0.15 0.12 30.4
5 0.2 0.052 72.2
5 0.25 0.023 173.
I would be interested to see if anyone can check these results in a real raid. There are several factors I haven't taken into account, of course: lag is the most notable I think.