Originally Posted by
Byrthnoth
40%/40%/1.5 fTP predicts my max damage for the first setup would be 556, unless I'm doing something wrong:
floor(79*.4*.85) + floor(84*.4*.85) = 54
43+12+54 = 109
109*3.15*1.08*1.5 = 556
Keep in mind that I stopped updating the raw data and stuck to the max/min after a few because I couldn't get the parser to work at the time and got lazy. That's why the lines often end on a max/min. I did at least twice as many WSs as are listed on that page to make my range. It's difficult to get the low end of the range, which was particularly frustrating in the STR Kila +2 case.
Also, if you think my data is sparse you should look at the methodology that came up with 20% STR/30% DEX/1.5 fTP <_<. I link it from bgwiki.
I just went back and looked at my PK numbers. They're actually fairly accurate and complete when it comes to covering the range of possible values. For any test with only crits and constant stats, the ratio of max to min should be 1.2, because all that can change is pDIF. Max 1H pDIF is 3.15, min 1H pDIF is 2.625. If I was higher on the min than reality, then I'd end up with a lower ratio than 1.2. If I was lower on the max than reality, I'd end up with a lower ratio than 1.2.
If you take (Max/Min)/1.2 for the four samples I give, you get no value lower than 95%. Specifically, you get:
0.967105 0.958618 0.968109 0.972851
So you can tell that I'm covering most of the possible values. Based on the way we think pDIF works (with the 1~1.05 multiplier), it's more likely that I'm missing values at the low end of the spectrum because I'd have to roll low twice to see them. Thus, I basically chose my mods to fit the high end of the range. They may not be perfect, but they're more accurate than any of the other options given.