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05/01/08, 2:27 PM
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#101
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Glass Joe
Draenei Shaman
Moonrunner
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ok, I've read a lot of the old 300+ page Enhance thread and I think I have a pretty good understanding of what is good and bad for an enhance shammie but I have a dumb question about Yo's Sim
When I ran a sim a month or so ago with gear setup A and found weights etc etc and plugged those into lootrank.com I was given a list of best pieces to get.
Now when I run a sim with my current gear some of those items that were deemed awesome fall way down the list and some of the items that I replaced are deemed better.
This confuses me. Can anyone help me understand this? or just flat out tell me if I'm being retarded. Thanks.
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05/01/08, 3:39 PM
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#102
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Von Kaiser
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It all depends on what you put into the sim in terms of stats and buffs. As you gain in one area, say crit, it will become overall less valuable as you approach diminishing returns so the values of other stats will increase.
Remember, you should get a new set of EP weights after every gear upgrade since that will have an impact on the next piece of loot you get.
Also, if you get good pieces of gear that aren't quite upgrades, sometime down the road they may be so hold onto them. I am using [Boots of Utter Darkness] but my [Edgewalker Longboots] appear to out EP them using higher values as I move into epic gems and higher gear levels.
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05/04/08, 12:14 PM
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#104
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Piston Honda
Tauren Shaman
Die Silberne Hand (EU)
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Originally Posted by Yo!
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If we consider:
Melee Combat Mechanics
which simply is more recent and way more consistent than the wowwiki posts.
Glancing blow is 25% (I think the 24% in the link above is a typo)
CritReduction is 0.04% per Skill difference point, e.g. 0.2% per Level = 0.6% less Crit.
So basically I think the current values are:
-0.6% crit
-28% hit (9+18%)
+1.5% dodge
So we should use 28% hit penalty and 0.6% crit penalty and use 6.5% dodge and 25% glancing probability and 25% glancing reduction.
But I think we should really look into the crit reduction a bit further.
Last edited by Tornhoof : 05/04/08 at 12:20 PM.
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05/04/08, 2:08 PM
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#105
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Glass Joe
Draenei Shaman
Doomhammer (EU)
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I tried looking for the awnser to my question but i was unable to find it.
Currently i have T6 bracers/belt, wil get the boots next week probably if they drop. Now i was wondering if its worth taking a 4th T6 part for the 4piece set bonus.
If yes, which piece would you suggest i take?
My guild allows me to loot leather gear (rogue's do not get preference), so i basically have acces to the best possible gear for the T6 slots.
Thank you for your input
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05/04/08, 2:23 PM
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#106
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Soda Popinski
Sebudai
Orc Hunter
No WoW Account
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The ideal setup does not include 4 pieces of T6. However, 4 piece T6 might be an option while you're acquiring the rest of your ideal setup. It depends on which gear you've already picked up. The EP difference between the 4th piece of T6 and the item you're replacing to use it has to be less than 70.
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05/05/08, 5:26 AM
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#107
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Von Kaiser
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Might seem like a silly question, but when using Yo!'s Sim under the hit option, do I put the just amount of hit shown on my character screen or do I need to manually add in the hit from talents?
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05/05/08, 5:29 AM
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#108
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Bugsby's Expressive Single Digit!
Issar
Orc Hunter
No WoW Account
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Originally Posted by Triper
Might seem like a silly question, but when using Yo!'s Sim under the hit option, do I put the just amount of hit shown on my character screen or do I need to manually add in the hit from talents?
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Answered in his FAQ:
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Originally Posted by Yo's Simulator, FAQ
Q: What stats do I need to input?
A: Stats from your paperdoll when out of raid buffs. That is stats from gear + "naked" stats + stats from talents. Use buffs page to select your buffs. If some buffs are missing - input them directly to stats.
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05/05/08, 5:42 AM
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#109
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Von Kaiser
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Yep, figured as much... it's just 5am here and I'm having a stupid moment
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05/05/08, 2:30 PM
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#110
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Piston Honda
Tauren Shaman
Die Silberne Hand (EU)
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Hmm looks like I'm gonna write my own mini simulation version for the enh shaman. I need to find out why all the closed form models are +hit heavy while the simulations are not and the reality is somewhere inbetween.
Especially my reworked model is really one the +hit side, while being highly detailed and accurate, if i hardcode the flurry vvalues to 85% (result of Yo's sim with the testgear) and without haste and expertise, the result equation of melee dmg looks like this (for one specific gear only)
finaldps := 886.6602909+9.344605262*hit+9.143708172*crit+.9729473683e-1*crit*hit
obiously in this gear +hit is more worth that +crit.
Might take awhile though, but currently I have no idea where the difference is, since with Yo's answer I can account for every difference in results between my model and his sim, the only difference is that mine is +hit heavy.
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05/05/08, 4:53 PM
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#111
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Care for a jelly baby?
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Tornhoof --
In my experience, Yo's simulator is very close to correct. Taken over time, every upgrade it has suggested so far has increased my DPS by roughly the amount predicted, and many others have the same experience.
Thus, I find it likely your closed form equations are missing something important. Don't waste your time creating a mini simulation, chances are it'll be based on the same logic. Instead, post them somewhere where they can be critiqued.
Last edited by Toots Hepcat : 05/05/08 at 6:05 PM.
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05/05/08, 5:36 PM
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#112
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Piston Honda
Tauren Shaman
Die Silberne Hand (EU)
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Hmm, I will rewrite my closed form model in an easily digestable way here.
My previous experience just is, that nobody takes their time to discuss these models.
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05/06/08, 10:29 AM
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#113
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King Hippo
Tauren Shaman
Wildhammer (EU)
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Originally Posted by Yo!
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When you have done these adjustments. We probably see some minor changes hit vs crit Ep values. When white dps portion get bigger hit get more value.
If boss mobs got only -0.6% crit(not -3%) then crit ep go bit down.
With sunwell gear with lots of haste: I bet hit > crit. I don't like it but if it boost my dps.
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Slow, slower, shaman weapon.
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05/06/08, 10:40 AM
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#114
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Von Kaiser
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Heya, just wanted to add a small tidbit of info in hope that Yo´s! sees it and adds it to the simulator.
When doing the stat weights for Thottbot the line given is missing the value for expertise, that is because thottbot internally calls it Skill Rating, it is the number that follows the value of hit rating.
For example the sim gives me this line:
http://thottbot.com/score/B2.2,1.95,0,0,0rP0,0,0,1.83,2.0,1.8,0,1,0,0,0,0,0.34sdO22,22,22,70A,,,0,0W,0,0,,,0,,0,0,0,0,0
And in the main page i see that expertise rating actually has a 3.47 value, the line with expertise rating accounted for thottbot should look like this then:
http://thottbot.com/score/B2.2,1.95,0,0,0rP0,0,0,1.83,2.0,1.8,3.47,1,0,0,0,0,0.34sdO22,22,22,70A,,,0,0W,0,0,,,0,,0,0,0,0,0
It is just a small change, but with it thottbot turns into actually a very reliable loot comparison tool.
EDIT TO ADD:
damn i forgot to turn off the auto parse links, so fixed that and bolded the 0 of the sim and the correct value example.
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05/06/08, 5:22 PM
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#115
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Piston Honda
Tauren Shaman
Die Silberne Hand (EU)
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Ok let's see about this model:
float asmh = ws1 / ((1 + flurryvalue) * (1 + haste / 100)); // fully flurried attack speed
float asoh = ws2 / ((1 + flurryvalue) * (1 + haste / 100)); // fully flurried attack speed
float attackspeed = (asmh+asoh)/2;
float aatime = attackspeed /2 ; // how much time for each auto attack (3*attackspeed/(2*3)
float flurryprob = min<float>(1 - pow(noncrit, 3 + 2 * (1 - dodge / 100.0f) * (1 - pow(1-wfprocprob,aatime) + aatime * (3/10.0f))),1.0f);
The flurry pro bability is fine so far, it was discussed and analyzed before and should do the trick.
Now the interesting part:
float wsmh = ws1 / ((1 + haste/100) * (1 + flurryprob*flurryvalue));
float wsoh = ws2 / ((1 + haste/100) * (1 + flurryprob*flurryvalue));
flurryvalue is 0.3 usually.
The idea for the new model is not modelling the pure dps, but modelling the swings we do and calculating their dmg.
So Runtime is 1000 for now (1000s)
float runtime = 1000;
1. we need to know how many normal white mh and oh hits we do:
float mhhitcount = (hitwhite - dodge) * 1/100.0f * (runtime/wsmh);
float ohhitcount = (hitwhite - dodge) * 1/100.0f * (runtime/wsoh);
We have these now, nothing big there, we divide the runtime by weaponspeed and multiply by the attack table
2. we need to know how many stormstrike hits we do:
float ssmhhitcount = (hityellow - dodge) * 1/100.0f * (runtime/10);
float ssohhitcount = (hityellow - dodge) * 1/100.0f * (hityellow - dodge) * 1/100.0f * (runtime/10);
We do stormstrike every 10s, and the oh ss only gets done if we hit with the mainhand. nothing unusual here though.
3. we need to know how many windfury procs we do from white and from ss, we assume 36% proc rate.
float wfprocmh = ws2 / (ws1 + ws2) * wfproc; // mh wf proc prob
float wfprocoh = ws1 / (ws1 + ws2) * wfproc; // oh wf proc prob
// hit count calculation
float wfmaxcount = runtime/minwftime;
float wfprocmhcount = (hityellow - dodge) * 1/100.0f * wfprocmh * mhhitcount;
float wfprocohcount = (hityellow - dodge) * 1/100.0f * wfprocoh * ohhitcount;
The wf proc probability is slightly skewed towards the faster weapon, otherwise we just do basic math.
every possible white hit might proc windfury up to a certain count. We also need the wf procs from stormstrike
float ssmaxwfprocs = min<float>(wfmaxcount - wfprocmhcount - wfprocohcount,runtime/10.0f);
float ssmhwfproccount = min<float>(ssmaxwfprocs, ssmhhitcount * wfprocmh);
float ssohwfproccount = min<float>(ssmaxwfprocs, (ssohhitcount - ssmhwfproccount) * wfprocoh);
wfprocmhcount += ssmhwfproccount;
wfprocohcount += ssohwfproccount;
We calculate the max count of wf procs at all (basically every ss can proc wf until we reach the wf limit imposed by the 3.0s cooldown). Then we calculate the amount of wf procs from ss mh, then the amount of procs from ss oh (the ss oh can only proc wf if the mh does not proc it).
We sum the procs up etc.
The remaining stuff is straight forward again:
float mhwhitedmg = 0.01f * 1.1f * (100 + crit - glancing) * (wdps1 + ap / 14) * ws1;
float ohwhitedmg = 0.5f * 0.01f * 1.1f * (100 + crit - glancing) * (wdps2 + ap / 14) * ws2;
float mhwfdmg = 0.01f * 1.1f * (100 + crit) * 2 * 1.4f * (wdps1 + (wfap+ap) / 14) * ws1;
float ohwfdmg = 0.01f * 1.1f * 0.5f * (100 + crit) * 2 * 1.4f * (wdps2 + (2*wfap+ap) / 14) * ws2;
float ssmhdmg = 0.01f * 1.1f * (100 + crit ) * (wdps1 + ap / 14) * ws1;
float ssohdmg = 0.01f * 1.1f * 0.5f * (100 + crit) * (wdps2 + ap / 14) * ws2;
float mhdps = (mhwhitedmg * mhhitcount + mhwfdmg * wfprocmhcount + ssmhdmg * ssmhhitcount)/runtime;
float ohdps = (ohwhitedmg * ohhitcount + ohwfdmg * wfprocohcount + ssohdmg * ssohhitcount)/runtime;
float armorreduction = max<float>((MobArmor - m_Equip[50])/(MobArmor - m_Equip[50] + 10557.5f),0);
float dps = (1.0f-armorreduction) * (mhdps + ohdps);
Every white hit can either glance, crit or hit normally for Xyz dmg, same for all the other swings.
That's it.
It should pretty much everything from my point of view. It is still heavy on the hit side.
Last edited by Tornhoof : 05/06/08 at 5:36 PM.
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05/07/08, 4:28 PM
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#116
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Care for a jelly baby?
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few changes:
1) The bonus AP from Windfury does not have an offhand penalty, thus:
float ohwfdmg = 0.01f * 1.1f * (100 + crit) * 2 * 1.4f * (wdps2 + (2*(wfap+ (0.5f * ap))) / 14) * ws2;
2) Your white damage crit calculations will be naturally low because you are evaluating crit after you've already removed misses from the table.
You're also removing glances from crits as if the reduction from glances had equal weight to the increase from crits.
ex:
35% of the time, we do 100 damage.
25% of the time, we do 70 damage.
30% of the time, we do 200 damage.
10% of the time, we do none.
With 100 tries, this is 35 * 100 + 25* 70 + 30 * 200 = 11250 damage.
However, your equation is more like this: .9 * (100 + 30 - 25) * 100 = 9450 damage.
Given this, hit will have more value than crit, because in your model you must hit before you can crit. And crit will have less value overall, because you have glances removing bonus damage at an equal rate.
You can fix this thusly: if we hit 90% of the time, we really aren't dealing with 100% any more -- we're only dealing with damage outcomes. So your white damage caluclations, rewritten to reflect this:
float notmisswhite = hitwhite - dodge;
float damageadjustments = (crit * 2 + glancing * 0.7f + (notmisswhite - crit - glancing) * 1) / notmisswhite;
float mhwhitedmg = 1.1f * damageadjustments * (wdps1 + ap / 14) * ws1;
float ohwhitedmg = 0.5f * 1.1f * damageadjustments * (wdps2 + ap / 14) * ws2;
...
mhdps = (mhwhitedmg * mhhitcount + mhwfdmg * wfprocmhcount + ssmhdmg * ssmhhitcount)/runtime;
ohdps = (ohwhitedmg * ohhitcount + ohwfdmg * wfprocohcount + ssohdmg * ssohhitcount)/runtime;
3) I now understand why your model predicted the badge MH over Dragonstrike. Long and short is, you're assuming all WF procs happen as soon as possible. In reality, when misses and dodges are considered, most WF procs occur 2 or more weapon cycles outside of the cooldown. This is resulting in more WF procs in your model than can be expected in game or in simulation. avgwflag > minwftime. Haste will shrink the value of either variable by some amount, but it'll shrink the value of the average lag by more, resulting in a higher value for haste and haste procs than in your model.
I also believe your equations undervalue the imbalance of slow weapons vs fast ones. You do model that a fair number of WF procs stem from SS, and that this gives a slight benefit to the main hand, but you don't model that this removes from consideration a portion of your autoattack swings. Instead, you model SS procs as fill-ins due to MH and OH misses, when in reality 20% or more of all WF procs come from SS. This constant "launch mechanism" for WF procs insulates us to a large degree from increased WF lag due to slow weapons. Again: you've essentially got more WF procs that is possible, and this is clouding the fact that in game and in simulation, slower weapons have a major benefit.
In general, your WF model leaves me very uneasy. Aside from the average WF lag issue I mentioned, there's still a question of MH vs OH bias -- I do NOT buy that this is simply an issue of ratios and weapon DPS, as this does not predict proc rates I've seen in my own logs, which selects for the MH at (if memory serves) around 60% of the time. And because questions of WF are really the most important part of playing a shaman, I'll stick with the simulator for now.
Still -- thanks for sharing your equations man, it's obvious you've put a fair amount of time into this.
Last edited by Toots Hepcat : 05/07/08 at 7:09 PM.
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05/07/08, 7:32 PM
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#117
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Piston Honda
Night Elf Death Knight
Stormscale
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Someone asked if RED could be worse than Swift Skyfire Diamond, because of socket requirements.
RED requires 2blue and 2 yellow. Additionally, I'll stipulate it requires cat's swiftness instead of dexterity.
Swift Skyfire Diamond only requires 2 yellows.
As a result SSD provides: 24ap, 6agil, 8str vs 12agil and 3% crit.
This is 32ep vs 6agil and 3%crit. Is 3% crit damage better than 20ep?
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05/07/08, 10:16 PM
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#118
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Glass Joe
SOuvlakeh
Orc Shaman
Jubei'Thos
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Originally Posted by Durigen
Anyone else have a modeller to test Dual Dragonstrike's? We have two tests, and they both disagree about the end results. Given the price to farm up and craft a second I would like to not jump the gun. It seems to me that a haste proc of 212 haste, stacking, with dual mongoose, would make this combo a monster. Particularly at the higher levels of AP and crit where haste tends to grant you a larger return.
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<First time posting here>
This question has also got me wondering, i read through the thread and didn't see anything about DW DS testing but i'm also thinking it would be crazy dps.
I have 1 Dragonstrike and have the other one ready to be made come 2.4.3 and was wondering if someone had tested it and could either tell me to not waste my time or tell me it's awesome 
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05/08/08, 1:20 AM
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#119
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Piston Honda
DarkRabbit
Draenei Shaman
No WoW Account
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Originally it was stacking so you could have 2 procs up at once  It looked very nice for the Pre-BT shaman.
However i was looking at the warrior thread today & one of their members was testing it & it was only refreshing (or appeared to refresh) This would be worth a verification by any shaman on the PTR with dual DS.
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05/08/08, 1:48 AM
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#120
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Piston Honda
Tauren Shaman
Die Silberne Hand (EU)
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Originally Posted by Toots Hepcat
few changes:
1) The bonus AP from Windfury does not have an offhand penalty, thus:
float ohwfdmg = 0.01f * 1.1f * (100 + crit) * 2 * 1.4f * (wdps2 + (2*(wfap+ (0.5f * ap))) / 14) * ws2;
2)You can fix this thusly: if we hit 90% of the time, we really aren't dealing with 100% any more -- we're only dealing with damage outcomes. So your white damage caluclations, rewritten to reflect this:
3) I now understand why your model predicted the badge MH over Dragonstrike. Long and short is, you're assuming all WF procs happen as soon as possible. In reality, when misses and dodges are considered, most WF procs occur 2 or more weapon cycles outside of the cooldown. This is resulting in more WF procs in your model than can be expected in game or in simulation. avgwflag > minwftime. Haste will shrink the value of either variable by some amount, but it'll shrink the value of the average lag by more, resulting in a higher value for haste and haste procs than in your model.
I also believe your equations undervalue the imbalance of slow weapons vs fast ones. You do model that a fair number of WF procs stem from SS, and that this gives a slight benefit to the main hand, but you don't model that this removes from consideration a portion of your autoattack swings. Instead, you model SS procs as fill-ins due to MH and OH misses, when in reality 20% or more of all WF procs come from SS. This constant "launch mechanism" for WF procs insulates us to a large degree from increased WF lag due to slow weapons. Again: you've essentially got more WF procs that is possible, and this is clouding the fact that in game and in simulation, slower weapons have a major benefit.
In general, your WF model leaves me very uneasy. Aside from the average WF lag issue I mentioned, there's still a question of MH vs OH bias -- I do NOT buy that this is simply an issue of ratios and weapon DPS, as this does not predict proc rates I've seen in my own logs, which selects for the MH at (if memory serves) around 60% of the time. And because questions of WF are really the most important part of playing a shaman, I'll stick with the simulator for now.
Still -- thanks for sharing your equations man, it's obvious you've put a fair amount of time into this.
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1.)
I'm already doing this, I think I wrote (I should have after all) (2*WFAP+ap)/14, the 2 only being a factor for the WFAP
2.) Ah yes, you're right, I apparently oversaw this in this model (well it's the first attempt for a model on swing level, my other models don't have that problem fortunately
3.) I will see into that, thanks, I think you have a point there.
Edit:
I think your point 2 covers, why this model is extremly more hit dependant than my previous models. So it's time to get the wf stuff done right 
Last edited by Tornhoof : 05/08/08 at 3:26 AM.
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05/08/08, 3:05 AM
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#121
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Von Kaiser
Tauren Shaman
Khaz'goroth
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Originally Posted by tzenes
This is 32ep vs 6agil and 3%crit. Is 3% crit damage better than 20ep?
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Yes, most values Ive heard evaluate 3% as between 50 and 70 EP. Just to confirm I ran the Simulator with and without the RED meta (as the only difference) and it came out to about a 25dps loss, roughly 80EP.
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05/08/08, 8:41 AM
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#122
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Piston Honda
Orc Shaman
Shattered Halls (EU)
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Originally Posted by tzenes
Someone asked if RED could be worse than Swift Skyfire Diamond, because of socket requirements.
RED requires 2blue and 2 yellow. Additionally, I'll stipulate it requires cat's swiftness instead of dexterity.
Swift Skyfire Diamond only requires 2 yellows.
As a result SSD provides: 24ap, 6agil, 8str vs 12agil and 3% crit.
This is 32ep vs 6agil and 3%crit. Is 3% crit damage better than 20ep?
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It is not that simple -- you are not considering socket bonuses in this case i think. If there are any beneficial socket bonuses with blue sockets then it will be even less than 20 ep against 3% crit. Further making the improvement clearer.
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05/08/08, 12:38 PM
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#123
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Glass Joe
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Originally Posted by darkhorse
Originally it was stacking so you could have 2 procs up at once  It looked very nice for the Pre-BT shaman.
However i was looking at the warrior thread today & one of their members was testing it & it was only refreshing (or appeared to refresh) This would be worth a verification by any shaman on the PTR with dual DS.
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Can anyone confirm this? If it's true I might have to buy that badge OH after all.
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05/08/08, 1:10 PM
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#124
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I'm on a goat
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Originally Posted by Sashiel
Can anyone confirm this? If it's true I might have to buy that badge OH after all.
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Here's the post with the screenshot of his combat log showing a refresh: http://elitistjerks.com/737042-post3567.html
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Originally Posted by DeeNogger
I look forward to seeing these "numbers". Notice that I put the word numbers in quotations. Thats sassy type for "you're full of shit".
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Originally Posted by Florrie
Nothing spells out attraction quite like being given books about the slaughter of your people.
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05/09/08, 2:36 PM
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#125
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Von Kaiser
Draenei Shaman
Aegwynn (EU)
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Benefit of skilling WF totem
So well there was a discussion going on if I really am a supporter because I have not skilled WF-totem. Well I found no information concerning the benefit of skilling it. I hacked some math together and got a rather surprising result (as long as my math isn't wrong that is).
So lets start. I won't describe every single calculation step, because I used MATLAB to do that for me 
I had following model in mind:
Warrior, auto-attacking, WF-totem on mainhand.
ActualSwingTime=WeaponSpeed/(1+Haste/100); %Normal haste (in %)
SwingsPerMinute=60/ActualSwingTime; %how many swings in one minute
ProcsPerMinute=SwingsPerMinute*0.2; %20% of the swings will proc WF
SwingDamage=((WeaponDPS + AP/14 + ExtraAP/14) * WeaponSpeed)*(1-Crit/100)+2*((WeaponDPS + AP/14 + ExtraAP/14) * WeaponSpeed)*Crit/100; %Average Damage a proc will do
DPSGain=ProcsPerMinute*SwingDamage/60; %the gained DPS using WF totem
%skilled WF Totem:
ExtraAP2=ExtraAP*1.3; %30% more AP
SwingDamage2=((WeaponDPS + AP/14 + ExtraAP2/14) * WeaponSpeed)*(1-Crit/100)+2*((WeaponDPS + AP/14 + ExtraAP2/14) * WeaponSpeed)*Crit/100;
DPSGain2=ProcsPerMinute*SwingDamage2/60; %DPS Gain with skilled WF totem
DPSDiff=simple(DPSGain2-DPSGain) %The benefit is the difference between those gains (note this is MATLAB code and simple() simplifies symbolic expressions)
So evaluating gives this:
DPSDiff=3/7000000*(100+Haste)*(100+Crit)*ExtraAP
So it seems the difference is only dependend on Haste and Crit of the warrior and the extra AP of the WF Totem.
Well I was wondering how much it really matters, so I have plotted the whole thing and this was the result:

(The different colors are for certain DPS diefferences as the colorbar on the right shows)
The minimal DPS difference is 1.9455 and the maximal DPS difference is 7.6286.
This DPS would be lost if you haven't skilled the WF totem and well it's rather tiny but my model is quite easy but there should be no misses or parries only dodges, but before I continue to make this thing more complex I would like to know if this small model seems to be right or if I messed up everything.
PS: As the old Theorycraft thread is closed and there is no new one, I thought it would fit in here, the thinktank shouldn't be used for discussion like this, at least that's what I understood.
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