Forum Discussion
7 years ago
Crzydroid, you lost me at the simplify step, but I think we started in the same place. However, I was solving for the 6e mods with new bonus values, but you did the old 5a values. So it is interesting that you got over 60% for that whereas commonly accepted rule of thumb for 5a mods has been 40%. Although I wonder if the 40% number had some caveat like "before mods" or something, whereas this number is after mods and all factors.
Woodroward, I did:
(Base offense * offense percent increase from primaries and/or set * (1-crit chance)) + (base offense * offense percent increase * crit damage percent * crit chance)
And then multiplied by a speed factor, but that bit is irrelevant atm.
So for example,
(3135 * 1.32 * (1-0.704228)) + (3135 * 1.32 * 1.92 * 0.704228) ==
(3135 * 1.17 * (1-0.704228)) + (3135 * 1.17 * 2.22 * 0.704228)
Where the left side is the offense set bonus (15%) with two offense primaries (8.5%*2) and a crit damage triangle (+42%), and the right side is crit damage set (30%) with two offense primaries (8.5%*2) and crit damage triangle (+42%). The base offense value shown here happens to come from my ventress, and as mentioned I had originally accounted for speed as well, and merely demonstrated that a speed arrow (not to mention secondaries) is very important, but a speed set is not.
Now, I don't know exactly how the game puts all these numbers together, so perhaps I added where I should've multiplied or vice versa, but this was a straightforward interpretation of all of the factors involved (excepting abilities). Also, I left flat offense out of the equation because that depends on your secondaries and is therefore too random to account for in a generalization like this; of course your secondaries will always skew the results of a rule of thumb.
Gingerbreadman, your formula looks just like mine, so my guess is we used different values for the mods; either 5a vs 6e or different number of primaries considered, or maybe you inclued some secondaries, or maybe I missed something.
Woodroward, I did:
(Base offense * offense percent increase from primaries and/or set * (1-crit chance)) + (base offense * offense percent increase * crit damage percent * crit chance)
And then multiplied by a speed factor, but that bit is irrelevant atm.
So for example,
(3135 * 1.32 * (1-0.704228)) + (3135 * 1.32 * 1.92 * 0.704228) ==
(3135 * 1.17 * (1-0.704228)) + (3135 * 1.17 * 2.22 * 0.704228)
Where the left side is the offense set bonus (15%) with two offense primaries (8.5%*2) and a crit damage triangle (+42%), and the right side is crit damage set (30%) with two offense primaries (8.5%*2) and crit damage triangle (+42%). The base offense value shown here happens to come from my ventress, and as mentioned I had originally accounted for speed as well, and merely demonstrated that a speed arrow (not to mention secondaries) is very important, but a speed set is not.
Now, I don't know exactly how the game puts all these numbers together, so perhaps I added where I should've multiplied or vice versa, but this was a straightforward interpretation of all of the factors involved (excepting abilities). Also, I left flat offense out of the equation because that depends on your secondaries and is therefore too random to account for in a generalization like this; of course your secondaries will always skew the results of a rule of thumb.
Gingerbreadman, your formula looks just like mine, so my guess is we used different values for the mods; either 5a vs 6e or different number of primaries considered, or maybe you inclued some secondaries, or maybe I missed something.