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Old 06/09/07, 11:25 AM   #26
Khram
Glass Joe
 
Dwarf Warrior
 
Tarren Mill (EU)
On a sidenote, which addon did you use for the SoS-testing, Zoey?

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Old 06/09/07, 1:55 PM   #27
seul
Von Kaiser
 
seul's Avatar
 
Blood Elf Paladin
 
Arathor (EU)
Originally Posted by Khram View Post
On a sidenote, which addon did you use for the SoS-testing, Zoey?
The Screenshot I posted is from "Recap (Hawksy) 3.86", i used SWStats and a /combatlog to verify the
numbers, and recap picked it all up.

Additionally, i ran another test today, this time i went for Level 45 Mobs in Feralas:
Hulking Feral Scar Yeti and Enraged Feral Scar Yeti.

Again, my tests are based on the following assumptions:
- One-Roll attack table, as described here: http://www.wowwiki.com/Attack_table
- Mob Base miss chance is 5%
- Mob Base crit chance is 5%
- Defense reduces the chance to be hit and crit by 0.04% per point
- Defense increses the chance to dodge and parry by 0.04% per point
- Weapon skill directly counters Defense
- Mob Weapon skill is solely based on the Mob's level, using the formula: WeaponSkill = MobLevel * 5

Based on those assumptions we'd expect the following outcome when a Level 70 characer with maxed out
Base Defense Skill (350) is fighting a level 45 Mob:

Weaponskill/Defense difference: 350 - (45 * 5) = 125



Against a Level 70 Mob, my unbuffed values are:
Base Chance to get missed:               5%
Base Chance to get crit:                 5%
Base Chance to dodge:                 3.81%
Base Chance to parry:                    5%
Base Chance to recieve a normal hit: 81.19%
The 125 points of difference from fighting Level 45 Mobs would result in the following expected values:

Chance to get missed: 5% + (125 * 0.04) =   10%
Chance to get crit:   5% - (125 * 0.04) =    0%
Chance to dodge:   3.81% + (125 * 0.04) = 8.81%
Chance to parry:      5% + (125 * 0.04) =   10%
Chance to recieve a normal hit:          71.19%
Now my Test setup, its pretty much the same as the one i've been using in SoS:
- 11 Mobs, 4 "Enraged Feral Scars" and 7 "Hulking Feral Scars"
- due to the "Enrage" Buff that the "Enraged Ferals Scars" gain at low health all of the "Enraged Feral
Scars" were kept on high health (>75%)
- Since i was casting heals and its impossible to parry while casting (does the same apply to dodge? I
assume it does, at least thats what my numbers would suggest, but a confirmation would be nice) the
values for Parry (and maybe Dodge) are irrelevant
- Buffs used: Blessing of Wisdom, Righteous Fury, Concentration Aura, +Spelldamage Trinkets

The test lasted roughly 1h 9m, you can download the full CombatLog here: http://files.filefront.com//;7736223;;/
During the time of the test 19.390 attacks were recorded:

Hits:   15.691 = 80.92%
Misses:  1.902 =  9.81%
Crits:     221 =  1.14%
Dodges:    839 =  4.33%
Parries:   951 =  4.91%


Note that recap shows "Misses: 3.692", which in reality are "Hits avoided (as in Misses+Parries+Dodges).

As i've stated the lower parrry and dodge chances (and thus the increased number of normal hits) are
likley a result of casting heals on myself.

What still remains is the recorded critchance of 1.14%, which is not only significantly higher than
the expected 0% but also significantly higher than the 0.3% i got out of my Murloc Test (see above,
lvl 42 Mobs).

So where are all the reports of tanks getting critted by level 73 Mobs? There are some, but not nearly
as many as my result would suggest. My theory is that it is because of Shieldblock. A tank who's up
against level 73 mobs will try to keep ShieldBlock up for as much as possible, so after avoidance
(which, following the one-roll Attack table theory would lower the crit rates in the first place) he
might up with 75% of the incoming attacks being blocked (and thus unable to crit).

The reason of why people report higher critchances from dualwielding mobs is their attackspeed, they
simply use up the Shieldblock charges faster than normal mobs, thus increasing the chance to actually
get a critical hit coming through significantly.

In conclusion, there is something fishy about the Defense = crit immunity thing, at least the formulas
that are wide spread and currently used to calculate the odds of the Attacktable are inaccurate.

(PS: i'm far from an experienced Theorycrafter, so there is still the possibility that my assumption
or calculations are flawed, i tried my best to doublecheck everything and provide you the data samples
to verify/invalidate my results)

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Old 06/09/07, 2:13 PM   #28
seul
Von Kaiser
 
seul's Avatar
 
Blood Elf Paladin
 
Arathor (EU)
Small follow-up:

Would the decresed Dodge+Parry chance i've been suffering from due to casting also increase
the Mob's chance to land a crit? Or would those just be converted into normal hits?

My chance to Parry or Dodge is 49.1% lower than expected ... what could cause this besides
the casting issue? The majority of the Mobs were in front of me 100% of the time (assuming
parry works in an 180° angle in front of the character.

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Old 06/09/07, 2:46 PM   #29
Liar
VROOM VROOM
 
Liar's Avatar
 
Human Death Knight
 
Turalyon (EU)
I am assuming you were getting hit while casting as well and during that time all your avoidance is set to zero (only misses can happen). Do you think that would skew the test results? Crit may not happening on a player that is just standing there and not casting.

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Old 06/09/07, 2:54 PM   #30
seul
Von Kaiser
 
seul's Avatar
 
Blood Elf Paladin
 
Arathor (EU)
Originally Posted by Liar View Post
Do you think that would skew the test results?
Good question, it certainly skewed the results, lowering Parry and Dodge. I'm not sure about
the Crit outcome tho.

Crit may not happening on a player that is just standing there and not casting.
They did. After checking my Combatlog there were crits while i wasnt casting anything.

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Old 06/09/07, 10:59 PM   #31
Dots
Don Flamenco
 
Tauren Warrior
 
Dentarg (EU)
Originally Posted by seul View Post
The reason of why people report higher critchances from dualwielding mobs is their attackspeed, they
simply use up the Shieldblock charges faster than normal mobs, thus increasing the chance to actually
get a critical hit coming through significantly.
I hardly keep up Shield Block all the time on raid trash or in heroics (depends on how hard it hits, importance of threat, lazyness etc), and yet I have never been crit except by aforementioned mobs.

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Old 06/22/07, 5:00 PM   #32
Aleph.Durotan
Glass Joe
 
Human Paladin
 
Garona
I'm not 100% certain, but I believe you can dodge attacks while casting. I have a very strong memory of having done so, but I haven't been in a situation where I've needed to heal while meleeing in a long time.

I'm also curious about why you think shield block has anything to do with your chance to be crit, since based on the description of defense it's supposed to reduce it separately from chance to be missed and chance to dodge/parry/block. As such, if you had sufficient defense, even if you somehow had 0% dodge/parry/block you should still see no crits, right?

Edited to add:
For a long time before they "fixed" the amount of silver dropped by the Murkblood Scavengers at Sunspring Post in Nagrand, I would aoe farm up to a dozen of them at a time, including Brutes and Raiders. Probably killed several hundred of them. I ranged between 495 and 510 defense and received no crits. I have SCT set up to flash crits very large, so there is no way I would have missed one, and I definitely would have remembered such an unexpected event. The main difference would probably be that I had holy shield up almost constantly, however, I also frequently had mobs behind me where I couldn't block/parry.

Last edited by Aleph.Durotan : 06/22/07 at 5:08 PM.

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Old 06/22/07, 5:23 PM   #33
christide
Von Kaiser
 
Tauren Druid
 
Blackrock
I have never been crit while tanking.

However, I have 490 defense, and I'm not spamming holy light on myself while tanking level 45 mobs.

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Old 06/23/07, 2:55 AM   #34
Roana
Piston Honda
 
Blood Elf Paladin
 
Turalyon
Originally Posted by DarKNecross View Post
The zero is never perfectly zero. This is a property of the light-weight combat system** used in the wow-engine.

** Background reading:
The 'dice rolling' in most games is designed to be correct most of the time. It is based on a 'quick 'n dirty' computational system designed for non-critical, real-time execution. It can be described as a computer's best guess... a number which is always precise, though it may not necessarily be accurate. (To really understand what this means, you'll have to look up the scientific definitions of the words 'accuracy' and 'precision').

This math-model was (i think) first used in a software system at NASA.. it is said it was around the time of the computer driven (not hydraulic) aircraft and space simulators. Back in the day memory and processor power was very limited and Virtual Reality systems were barely able to process real-time information... so the system was developed as a kind of mathematical-hack.

Today, given all the processor power available, games seem to be the only industry still using this model.
I'm merely quoting this, so any inaccuracies aren't on my shoulders!
I'm not blaming you, but -- yikes, the text you quoted is painful just to read for any computer scientist.

Briefly, there are plenty of opportunities for rounding errors in floating point arithmetic (starting with the classic example of floating point addition not being associative), but if you want to speculate about rounding errors in the game engine's implementation, it's probably best to ignore the above paragraphs in its entirety, starting with outright stupidity such as "The zero is never perfectly zero". It does not describe any model of computer arithmethic I know of.

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Old 06/23/07, 10:37 PM   #35
 Shalas
Bald Bull
 
Shalas's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Roana View Post
I'm not blaming you, but -- yikes, the text you quoted is painful just to read for any computer scientist.

Briefly, there are plenty of opportunities for rounding errors in floating point arithmetic (starting with the classic example of floating point addition not being associative), but if you want to speculate about rounding errors in the game engine's implementation, it's probably best to ignore the above paragraphs in its entirety, starting with outright stupidity such as "The zero is never perfectly zero". It does not describe any model of computer arithmethic I know of.
It's not wrong as much as it's just complete gibberish. It's like the author heard that floats are imprecise and then banged his head on the keyboard.

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Old 06/29/07, 3:53 AM   #36
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Roana View Post
I'm not blaming you, but -- yikes, the text you quoted is painful just to read for any computer scientist.
It's also painful for any systems engineer who does aerospace work. I concur in the "bullshit" verdict.

My comrades are my weapons, and I am their shield.

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