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The other ranged weapons

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  • #16
    Re: The other ranged weapons

    Originally posted by Macht
    I'm not nuts enough to got and make the 1900+ combinations by hand when I can make two tables that are smaller to do that for me.
    Cheater, I was punching all the ratios into a calculator and doing it all manually. Took forever just to get a few different combinations.

    I hope it didn't sound like I didn't believe your data. I said it looked off at first, but when I punched it in myself I saw where I had gone wrong and arrived at the same numbers you had.
    I've been trying for the last half of the thread to see why everyone "swears" by E-bow and Selene's. Whether its just the big numbers effect, or if there's other reasons. (Small reasons being that you take more advantage of things like Rapid Shot, Barrage, and ws's. The big reason is that its harder for lower damage weapons to get past the dmg <> def check which ends up hurting more than firing fast helps.

    One thing I just thought of is if you were firing more with a low delay weapon, your rapid shot job trait should activate more often. Don't know if it would be enough to make up for the huge bonus higher delay bows get from it, but it would be more often.
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    • #17
      Re: The other ranged weapons

      Originally posted by Macht
      Spider-Dan you math is wrong there 23/183 is 0.12568306 not 0.1478....
      You forgot to correct for Dual Wield II.

      (183 + 183) * 0.85 = 311 delay per DW round
      (23+23) / 311 = 0.1479....

      The 0.1478 was due to a rounding error on my part (forgot to truncate decimal delay after DW coefficient was applied). The actual damage/delay ratio for dual Misericordes is 0.14790996784565916398713826366559.

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      • #18
        Re: The other ranged weapons

        Originally posted by Spider-Dan
        You forgot to correct for Dual Wield II.

        (183 + 183) * 0.85 = 311 delay per DW round
        (23+23) / 311 = 0.1479....

        The 0.1478 was due to a rounding error on my part (forgot to truncate decimal delay after DW coefficient was applied). The actual damage/delay ratio for dual Misericordes is 0.14790996784565916398713826366559.
        Ahh I see, sorry but never bothered to keep up with the Dual Wield numbers and how it modifies. The point either way that was the whole reason I created this database took me 5 min. to set it up, especially since I excluded the extra attributes to the items. It was just purely taking Damage to Delay and having it ready to calculate any way someone would like.

        If you wanted the attributes added to use for the calculations then like I said someone else will have to setup the attributes into a database worthy format for mathmatical use. Meaning you break it down to look something like how MysteryTour did with the food.

        Like I said getting Damage to Delay was easy Somepage provided a functional setup to strip that information to make my database, just their attributes were not formatted in a worthy setup to use and I'm not spending the time to get that info. My two tables are setup in the current configuration:

        tBows (Table1)
        Name [Primary Index]
        Bow Type (Shortbow/Longbow)
        Level
        Damage [Index]
        Delay [Index]

        tArrows (Table2)
        Name [Primary Index]
        Level
        Damage [Index]
        Delay [Index]

        Currently it's processing time clocked at 0.00001 so adding more to this should be no problem. I could easily create a Skill Level Table, Monster potential VIT range, and Monster potential Defense range to add and make an equation out of. Like I said I'm offering this so you guys can get a look at all the bows and see which stick out as an intrest to test or whatever.

        If anyone really wants to take advantage of what I'm providing I put in spreadsheet format the data I was using and even added a few columns to help demonstrate the database format I'm looking for. If anyone really wants to takes this further here is the two spreadsheet for the two tables, fill in the data and send back to me with how you'd like me to use the data or what formulas you want me to try out and I'll shoot out results of it.

        That way you get potentials to look at to see which bows look to be good or not and then test them in game. Anyway here is the two spreadsheets if anyone is really intrested in doing this, fill out the missing attributes to the Bows or Arrows and return to me and what you want me to do to it and I'll do it and send back the results.

        Bows (Table1)
        Arrows (Table2)

        EDIT:

        Created a Table for doing Player Stat and Skill tests. Funny pulling just Archery range from 0 to 255 (I know it doesn't reach 255, I just got find what it limit was again) and it created out 507k different variations still processing time was only 0.00001. Like I said I'm giving this as a chance for anyone wanting prove out a equation idea to see if it flies with in game results.

        Of course as it gets built more can easily add in logics to keep the data result down to more managable sizes.
        Last edited by Macht; 03-15-2006, 10:53 AM.


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