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MGNMTTRN
04.28.2013 , 02:13 PM | #7
Quote: Originally Posted by Delta_V View Post
crit*surge = the proportion of attacks that do critically hit, and thus have the surge multiplier applied. But if you have a surge of 50%, in this equation, you would have (crit*0.5), which would mean you're critical hits are only doing 50% normal damage, when in reality it should be (crit*1.5). This would be expressed by (crit*(1+surge)).

...

E[dam] = 0*(1-acc) + (acc)*(1+ crit*surge)

Where acc, crit, and surge are just the values you see in your character window in game (but in decimals, rather than percentages).
You are right, I have added 1 to my base surge to correct this. As you said, previously crit damage was being miscalculated as doing less damage than a non-crit attack, so the best way to maximize damage would have been to drop crit to 0%. I was wondering why my expectation for 1 point of damage was less than 1 point of damage outright, but I was hoping I was missing a lot of attacks.

I also added a min(acct, 1) check to make sure we're not rewarded for going past 100% accuracy.

The simplified equation might be less clear to some readers.

If you manage to drop crit down to 20%, have 151% surge base, and 91% base acc, things change a bit. At those amounts, since you have so little acc and you're not critting much, you still need to bring acc to 100%.
Code:
# acc	accr		accb	acct		surger	surgeb	surget	maximizing E[dam] =0*(1-acc) + acc*(crit*surge + (1-crit)*1)
0.0000	0.0000	0.0000	0.9100	720.0000	0.2601	1.7701	1.0502
1.0000	72.0000	0.0109	0.9209	648.0000	0.2512	1.7612	1.0611
2.0000	144.0000	0.0214	0.9314	576.0000	0.2403	1.7503	1.0711
3.0000	216.0000	0.0315	0.9415	504.0000	0.2269	1.7369	1.0803
4.0000	288.0000	0.0413	0.9513	432.0000	0.2106	1.7206	1.0883
5.0000	360.0000	0.0506	0.9606	360.0000	0.1906	1.7006	1.0953
6.0000	432.0000	0.0597	0.9697	288.0000	0.1661	1.6761	1.1008
7.0000	504.0000	0.0684	0.9784	216.0000	0.1362	1.6462	1.1049
8.0000	576.0000	0.0768	0.9868	144.0000	0.0996	1.6096	1.1071
9.0000	648.0000	0.0849	0.9949	72.0000	0.0548	1.5648	1.1073
10.0000	720.0000	0.0927	1.0000	0.0000	0.0000	1.5100	1.1020
Here is the updated table for 25% crit, base 151% surge, and 91% acc. Since you don't spec for +3 acc, you want to max out your acc at 100%/576 rating, and just get 2 surge enhs.
Code:
# acc	accr		accb	acct		surger	surgeb	surget	maximizing E[dam] =0*(1-acc) + acc*(crit*surge + (1-crit)*1)
0.0000	0.0000	0.0000	0.9100	720.0000	0.2601	1.7701	1.0852
1.0000	72.0000	0.0109	0.9209	648.0000	0.2512	1.7612	1.0961
2.0000	144.0000	0.0214	0.9314	576.0000	0.2403	1.7503	1.1061
3.0000	216.0000	0.0315	0.9415	504.0000	0.2269	1.7369	1.1150
4.0000	288.0000	0.0413	0.9513	432.0000	0.2106	1.7206	1.1226
5.0000	360.0000	0.0506	0.9606	360.0000	0.1906	1.7006	1.1289
6.0000	432.0000	0.0597	0.9697	288.0000	0.1661	1.6761	1.1336
7.0000	504.0000	0.0684	0.9784	216.0000	0.1362	1.6462	1.1365
8.0000	576.0000	0.0768	0.9868	144.0000	0.0996	1.6096	1.1372
9.0000	648.0000	0.0849	0.9949	72.0000	0.0548	1.5648	1.1354
10.0000	720.0000	0.0927	1.0000	0.0000	0.0000	1.5100	1.1275
Here is the result for 30% crit, 181% surge base before rating, and 94% acc base before rating. This will be more similar to what an Assault Vanguard or Commando would gear for, or a Marksman sniper, and some knight specs as well. This higher crit rate and +3 acc pushes your maximizing point down to 6 accuracy enhs, but still 100%.
Code:
# acc	accr		accb	acct		surger	surgeb	surget	maximizing E[dam] =0*(1-acc) + acc*(crit*surge + (1-crit)*1)
0.0000	0.0000	0.0000	0.9400	720.0000	0.2601	2.0701	1.2418
1.0000	72.0000	0.0109	0.9509	648.0000	0.2512	2.0612	1.2536
2.0000	144.0000	0.0214	0.9614	576.0000	0.2403	2.0503	1.2643
3.0000	216.0000	0.0315	0.9715	504.0000	0.2269	2.0369	1.2737
4.0000	288.0000	0.0413	0.9813	432.0000	0.2106	2.0206	1.2817
5.0000	360.0000	0.0506	0.9906	360.0000	0.1906	2.0006	1.2880
6.0000	432.0000	0.0597	0.9997	288.0000	0.1661	1.9761	1.2925
7.0000	504.0000	0.0684	1.0000	216.0000	0.1362	1.9462	1.2839
8.0000	576.0000	0.0768	1.0000	144.0000	0.0996	1.9096	1.2729
9.0000	648.0000	0.0849	1.0000	72.0000	0.0548	1.8648	1.2594
10.0000	720.0000	0.0927	1.0000	0.0000	0.0000	1.8100	1.2430
This is for 30% crit, 181% surge, and 91% acc. Finally you don't need to max acc out at 100% for this spec.
Code:
# acc	accr		accb	acct		surger	surgeb	surget	maximizing E[dam] =0*(1-acc) + acc*(crit*surge + (1-crit)*1)
0.0000	0.0000	0.0000	0.9100	720.0000	0.2601	2.0701	1.2508
1.0000	72.0000	0.0109	0.9209	648.0000	0.2512	2.0612	1.2629
2.0000	144.0000	0.0214	0.9314	576.0000	0.2403	2.0503	1.2738
3.0000	216.0000	0.0315	0.9415	504.0000	0.2269	2.0369	1.2832
4.0000	288.0000	0.0413	0.9513	432.0000	0.2106	2.0206	1.2910
5.0000	360.0000	0.0506	0.9606	360.0000	0.1906	2.0006	1.2971
6.0000	432.0000	0.0597	0.9697	288.0000	0.1661	1.9761	1.3010
7.0000	504.0000	0.0684	0.9784	216.0000	0.1362	1.9462	1.3025
8.0000	576.0000	0.0768	0.9868	144.0000	0.0996	1.9096	1.3010
9.0000	648.0000	0.0849	0.9949	72.0000	0.0548	1.8648	1.2961
10.0000	720.0000	0.0927	1.0000	0.0000	0.0000	1.8100	1.2835
I'd love to move toward a model which takes the following vectors: proportions/frequencies of attacks, base crit rates, surge from spec, and maximizes that weighted average of damage, instead of just 1 dummy damage with fixed crit, surge, and acc. Then I could give results better tailored to each spec.

The results seem to favor acc pretty strongly, which I find suspicious.