Fenier

01-14-2006, 12:32 PM

A few words,

I am still waiting on a reply to a post I made on The Steel Warrior forums reguarding the formula as they have it used to calucate the working mitigation AC used in creating a mobs attack rating.

This is based on a single parse of 30 minutes, 1800 or swings for the base numbers. I did not run a subsquent parse afterward with the debuffs running to verify. Thus, this is theory, not fact.

The Formulas used are from The Steel Warrior, they are not the exact code Sony uses, but it is close.

Now, I after reviewing this I have a few theories.

1: Each Priest Class has some method of reducing incoming damage to a player. Clerics use the Vie line of spells. Shamans use Slow (Which reduce the amount of damage the player takes, and the rate they take it - respectfully). I believe Druids use thier Attack debuffs to directly reduce the amount hit for.

I ran the parse I am basing this off on our favorite Froglok from Kunark, Ulump.

Since I do not have the exact Mitigation AC formala, the Mitigation value I used for myself is equal to my dispalyed Armor Class - My Collective Armor Class from Armor.

For the sake of this post, the displayed value is appox 1664. The Direct item Value is 693. The value I used is thus: 971. I do not think this is all that far off from the results I will show you.

First off, Ulump has 3 values:

Max hit of 222

Minimum hit of 80

Modal (average) hit of 133

Thus we can calucate the Damage Interval (DI) as Max Hit - Min Hit (222-80) / 19 for a total of: 7.5

From this number, we can figure out the Damage Base as Min Hit - DI (80-7.5) for a DB Value of 72.5

From these, we can Calucate the range of hits Ulump can perform as:

DB+(X*DI). X is equal to A number from 1-20.

This means that Ulump will hit against that AC Value with the following 20 hits:

80 87 95 102 110 117 125 132 140 147 155 162 170 177 185 192 200 207 215 222

All attacks will be one of those 20 values, or value +-1 due to rounding.

Knowing this, we can calucate Ulumps Attack Score.

Attack = Mitigation AC / (1 - (Modal Hit - DB) / (20 X DI))

Thus:

Ulump's Attack is:

1631 = 971 / (1-(133-72.5) / (20 X 7.5)

Now, based on this Attack Rating, we can figure out what his average hit is with the following:

Z = 1-(Attack / AC)

ZD = Z * 20 (for the range of actual damage)

Modal Hit is thus: DB + (ZD x DI)

So

.40 = 1 - (1631 / 971)

8 = .40 * 20

Modal hit is thus 133

Now, we can modify that attack rating by 190 from our debuffs making it 1441.

Adjusting the attack this way makes Z = 0.33 and ZD 6.52 This would lower the average hit from 133 to 121, a differance of appox 12 (rounded) per hit.

Now I realize this is prety math complicated, and 12 doesn't seem like alot.

Say however, the fight took 5 minutes, which is roughly 300 swings. Lets assume, that Only half of those hits actually land.

So we take 150 hits x 12 damage reduction per hit, resulting in 1800 damage avoided due to the reduced attack score.

Now, say we make up some numbers, say we are doing, one of the Ikkinz Minibosses.

Fake Number Values:

Ikkinz Priest

Max Hit 1900

Min Hit 700

Modal Hit against 971 AC: 1050

This results in the attack rating of 1443. The DI Value is 63.2 and the DB is 636.8

So we debuff the Priest with Hand of Ro and Sun's Corana.

New Attack Rating: 1252

Differance per hit appox 129.

Now lets say the Priest swings 4 times every 2 seconds, resulting in 120 possiable swings. Lets say 75 percent of those hit.

So 90 Hits, at 129 at appox 129 reduction is roughly 11,610 Damage avoided.

The factor that determines how large of a differance the attack debuffs make is the Damage Interval (DI). Mobs with Larger DI scores suffer larger reductions of possiable damage once their Attack Rating is adjusted.

I am currently waiting on some parse data to come back, but once I have it, I should be able to more fully support this theory.

-Fenier

I am still waiting on a reply to a post I made on The Steel Warrior forums reguarding the formula as they have it used to calucate the working mitigation AC used in creating a mobs attack rating.

This is based on a single parse of 30 minutes, 1800 or swings for the base numbers. I did not run a subsquent parse afterward with the debuffs running to verify. Thus, this is theory, not fact.

The Formulas used are from The Steel Warrior, they are not the exact code Sony uses, but it is close.

Now, I after reviewing this I have a few theories.

1: Each Priest Class has some method of reducing incoming damage to a player. Clerics use the Vie line of spells. Shamans use Slow (Which reduce the amount of damage the player takes, and the rate they take it - respectfully). I believe Druids use thier Attack debuffs to directly reduce the amount hit for.

I ran the parse I am basing this off on our favorite Froglok from Kunark, Ulump.

Since I do not have the exact Mitigation AC formala, the Mitigation value I used for myself is equal to my dispalyed Armor Class - My Collective Armor Class from Armor.

For the sake of this post, the displayed value is appox 1664. The Direct item Value is 693. The value I used is thus: 971. I do not think this is all that far off from the results I will show you.

First off, Ulump has 3 values:

Max hit of 222

Minimum hit of 80

Modal (average) hit of 133

Thus we can calucate the Damage Interval (DI) as Max Hit - Min Hit (222-80) / 19 for a total of: 7.5

From this number, we can figure out the Damage Base as Min Hit - DI (80-7.5) for a DB Value of 72.5

From these, we can Calucate the range of hits Ulump can perform as:

DB+(X*DI). X is equal to A number from 1-20.

This means that Ulump will hit against that AC Value with the following 20 hits:

80 87 95 102 110 117 125 132 140 147 155 162 170 177 185 192 200 207 215 222

All attacks will be one of those 20 values, or value +-1 due to rounding.

Knowing this, we can calucate Ulumps Attack Score.

Attack = Mitigation AC / (1 - (Modal Hit - DB) / (20 X DI))

Thus:

Ulump's Attack is:

1631 = 971 / (1-(133-72.5) / (20 X 7.5)

Now, based on this Attack Rating, we can figure out what his average hit is with the following:

Z = 1-(Attack / AC)

ZD = Z * 20 (for the range of actual damage)

Modal Hit is thus: DB + (ZD x DI)

So

.40 = 1 - (1631 / 971)

8 = .40 * 20

Modal hit is thus 133

Now, we can modify that attack rating by 190 from our debuffs making it 1441.

Adjusting the attack this way makes Z = 0.33 and ZD 6.52 This would lower the average hit from 133 to 121, a differance of appox 12 (rounded) per hit.

Now I realize this is prety math complicated, and 12 doesn't seem like alot.

Say however, the fight took 5 minutes, which is roughly 300 swings. Lets assume, that Only half of those hits actually land.

So we take 150 hits x 12 damage reduction per hit, resulting in 1800 damage avoided due to the reduced attack score.

Now, say we make up some numbers, say we are doing, one of the Ikkinz Minibosses.

Fake Number Values:

Ikkinz Priest

Max Hit 1900

Min Hit 700

Modal Hit against 971 AC: 1050

This results in the attack rating of 1443. The DI Value is 63.2 and the DB is 636.8

So we debuff the Priest with Hand of Ro and Sun's Corana.

New Attack Rating: 1252

Differance per hit appox 129.

Now lets say the Priest swings 4 times every 2 seconds, resulting in 120 possiable swings. Lets say 75 percent of those hit.

So 90 Hits, at 129 at appox 129 reduction is roughly 11,610 Damage avoided.

The factor that determines how large of a differance the attack debuffs make is the Damage Interval (DI). Mobs with Larger DI scores suffer larger reductions of possiable damage once their Attack Rating is adjusted.

I am currently waiting on some parse data to come back, but once I have it, I should be able to more fully support this theory.

-Fenier